Devlog 10: Polishing a pearl gives a prettier pearl
Into the last push towards the end goal.
As mentioned last time, the game is complete feature wise, so this week was mainly about ironing out some remaining kinks.
For game mechanics this meant fixing collisions, making you yourself in control of joining the game.
Having tentacles not spawn in one another, and preventing joining after a set duration.
The start screen has been reworked to be more controller friendly and an end screen to game the player a breather before starting a new has been added as well.
Sound has been given some touchups to seem more present throughout the game.
And we're bringing the game outside of the screen now, using the rumble feature present in most modern controllers.
On the visual side, extra RFX for charging to make it feel more impactful, as well as making the cannonballs look more impressive.
The kraken spawn now also affects the lighting as well as triggering a rain effect.
The level has been made somewhat less static through the use of a wind effect on the palm trees, as well as different forms for the trees.
That is all for this weeks progress.Minor things may be added the next week.
But the major focus will be making the itch page prettier, creating a trailer and more marketing stuff.
Files
Get Full Broadside
Full Broadside
Status | In development |
Authors | RaniNagels, ViktorVermeire, ErikSchremser, CarmenLysakova, Hugo Rejas Pinelo, foekeb |
Genre | Action |
Tags | party-game |
More posts
- Final Devlog: Full Broadside48 days ago
- Devlog 9: Only playing once isn't really playing at all61 days ago
- Devlog 8: Steady as she goes68 days ago
- Devlog 7: Menace below, now in color!75 days ago
- Devlog 6: End of Sprint 01!82 days ago
- Devlog 05: Cannons Unleashed!Mar 24, 2025
- Devlog 04: We're cleared for production!Mar 17, 2025
- DevLog 3: Focusing on the main prototypeMar 11, 2025
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