Devlog 3: Still prototyping


This week, we've implemented and tested several features planned for our game:



The backpack system is finally complete! Players can now collect trash, and strategize when to empty it for points.

We’ve introduced an Imposter System — for now, it’s just a cube and the moment a player touches it, one of them will be randomly chosen as the imposter.
We’ve also added traps—and only the imposter can arm them. Once set, the first unsuspecting non-imposter to step in dies instantly, and then respawn after some time.

Players now can offload their backpack's content in exchange for score points, that will be revealed at the end of the round (when the timer runs out).

Teleporters are now part of the map too. There are multiple, scattered around the area.

During development, we've identified some issues to address:

  • Unity's default collision system is creating predictable problems; we're maintaining these during prototyping but will implement proper fixes for production
  • Playtesting revealed that players could get trapped in teleporter loops due to gaps between map geometry and teleporter colliders; we've temporarily resolved this by adjusting teleporter placement

Artist:

On the art side, we completed all the missing documentation for the project. We finished up the art bible and set up all the important details in HacknPlan and the tech doc.

The game is shaping up into something wild, offering more chaos with all mechanics interacting together. Stay tuned for our next update!

Files

Week4Build.zip 34 MB
47 days ago

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