Dev Log 3: 2021-10-06


We finished our build which acts as a proof of concept of our game. This is supposed to show why our game is fun. We have a simple stretch of ground going forward, with some obstacles spread throughout that force you and your partner to move through them. All of these obstacles are unity shapes except for a temple at the end, which is a low poly prop thrown together by our art students.

We also used a cube instead of a ball because we haven’t been able to get the ball working as we want.

We’re using this dev log to also speak a bit about what didn’t make the cut. We tried doing a table with legs that continuously shrink unless a button is pressed, one button for each leg of the four. This should have captured the idea of balancing a ball on top of the platform. We tried this because the ball is still being fixed in its position in the world for some reason and doesn’t move with the platform underneath it like you’d expect in real life. This didn’t work however since the table had a rigid tabletop that got stretched when the legs were uneven, which caused the table to flop all around the scene.

We’ve also tried doing a floating tabletop, where controls affected the rotation of the platform, to simulate pushing on corner up. We couldn’t get that to work as wanted so we’ve scrapped it.

We’ve ended up with the static table build we’ve had, with two players instead of four, for this build. The players are completely stuck to their sides of the platform. And we’ve used the cube we’ve talked about above.

You can check out our tech demo to see how our current build looks like. We also talk a bit over it to explain what our game is about.

Files

Tech Demo (Video) 18 MB
Oct 06, 2021

Get Balance is Key

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