Devlog 6: We're back with full force!


Hey folks!

We're back and this time with some visuals to show! During the spring break our programmers have been working hard to clean up the main game play loop and implement some fun features. Meanwhile, our artists got some amazing assets and effects to show, as well as a character that is up and running! 

The carrot is alive and the bomb is ready to go off!

For the past week one of our devs was working closely with an artist to figure out a character mesh that will work in conjunction with the ragdoll effect. After a lot of back and forth, topology adjustments and animation tests, we can present the first of (hopefully more) of our little vegetable friends that try to blow each other up!

Meanwhile, we also got some visuals to show for our little potato bomb.


Assets! Assets for everyone!

Besides bringing our lovely vegetables to life, we've also been working on filling up the little kitchen counter with some assets. 


Particles

Unity seems to have waged war on us for this one. We worked on the bomb effects, both the explosion and the one signaling that a player is currently holding the bomb but between figuring out the vfx graph and a pesky issue with our particles not getting rendered in the engine (which we will hopefully fix) this has proven quite a timesink.

For some reason the vfx graph hates our project, so after spending way too long trying to figure out what's wrong I quickly made some sparks in another project to at least get somewhat cozy with the Unity workflow. Hopefully we can figure out the issue and get something cooler!

Get Hot Potato

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