Devlog 06: Potions



Introduction

We are in the final week of our first production sprint and the results are starting to show. The programmers mainly focused on adding different types of potions to the game. While the artists focused on the environment / level and characters. Everything is coming slowly together.

Dash

The player can now dash using the right shoulder button “r1”. The dash will always be in the direction the player is facing. To make the dash somewhat valuable we have it set on a cooldown.

Inverted Controls

The second potion that’s in the game makes the movement controls inverse for all players except the caster during a set time. We plan on adding a dizzy effect around the players head to showcase if you have inverted controls or not.

Heal Potion

The most basic potion is finally implemented. Like you probably guessed it heals the caster /  consumer for a set amount of health. We plan on adding a small healing ring around the player when the player drinks this potion to indicate the healing like in the prototype.

Falling Rocks

One of the most fun potions to implement is the rocks one. When consumed all other players (than the consumer) will have a rock spawn above their head. They have a certain time to escape this danger zone where the rock will land. If they don’t escape on time they will take damage, the danger zone is static so it doesn’t move with the player it stays where it spawned. The danger zone effect is not yet in the game but we are planning on doing so.

Ice Potion

This week ice potions where added to the game, Pretty neat to let the other players slide of the map and win the game! The idea of this potion is that it transforms the battlefield with  a layer of ice. everyone slips and slides except for... that  right the caster of the potion, you will get you trusty snow boots to have a steady grip!

Game Timer

The trusty timer is back. With each tick of the clock, tensions rise, making every decision crucial as players race against time to secure victory.
Be prepared for the time pressure and knock your friends out before the timer runs out... or the witch will get you!

The game will have 3 rounds of ~3 minutes. the player got knocked out the least amount of times is the winner!


Characters

The characters and scrolls are ready in game! We'll work on animations in the next sprint.


Environment

We continued to work on our environment this week, adding more structural pieces like bookshelves and others, we still have to fill the level with smaller props but that will be a topic for the next sprint.


Get [Group17]PotionMadness

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