Eighth week of Development!


Polish polish polish!

We are done adding new features to the game! Now it's time to make this game shine


We have decided to scrap our HUD and go for a more interactive feel without the clunky looking bars that no-one really looks at. To indicate that a dragon is hungry we now desaturate the dragons skin colour when it becomes hungry. 
We have also taken some feedback into account and the hunger bar depletes way slower than it used to - we have also added controller rumble so that the player knows exactly when their dragon is hungry.

The fireball and charge felt intuitive enough already without the help of a HUD.
We also added some wind to our game, the whole level feels more immersive and alive now and we are very happy with the result.

Hats!


Each character has a different hat in the game now and it's looking really good. We've also added rings around the players to make them even more noticeable!

Another feature we had to cut was a moving obstacle on the level. We thought that we wouldn't have time to balance out gameplay and make it work as intended - here's a gif of it going horribly wrong anyway!


And here are some shots of the new menu system - we love the direction it's going in!



That's all for now! We will give our last update next week :)

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