Week 06 - 3, 2, 1, START!

Back with the base game!
As mentioned in our previous dev logs, we started with a solid prototype of the game. Now, after working from the ground up and incorporating all the insights and knowledge we've gained from playtests, we've created a strong foundation for the game. It now includes most of the key design elements we've envisioned.
Blockout of the map
One fundamental task for us as artists was to carefully design the map, ensuring it flowed smoothly and logically. To achieve this, we started by creating a well-structured blockout that we can extend in the future, in case we want a more scaled up version of the level.
Our goal was to make sure players could navigate through the platforms and surfaces in a natural, intuitive way, through continuous focus on increasing difficulty. Each little section of the level has its own tactics, its own zones and its own playstyle that players will be able to interact with.
Making the platfroms feel like they're part of the environment was a challenge but we're currently at a good point of having the toy-scale feel pinned down and the level design follows a coherent layout but at the same time being fun and not so punishing.
New Items and Mechanics in the Race: Strategy, Sabotage, and Victory
We've introduced four exciting new items for players to use in the game: the Handpin, Umbrella, Tabasco, and Creampie. Each of these has unique abilities that can help you or even sabotage your opponents. It’s up to you to get creative with their uses to either gain the upper hand or mess with others' progress.
But that’s not all! The death wall makes a return, adding even more challenge. Plus, we’ve kept many of the core race rules intact, ensuring that everyone can lose and players can still make a comeback to win.
Dive in, experiment with the new items, and see how you can turn the tide in your favor!
Background Music and Sound Effects for a Complete Experience
This week we've focused heavily on enhancing the audio experience throughout the game, we:
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Added menu music to assist players while they choose their colors and ready for the match.
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Added UI sounds for color selection and the "Ready" button in the menu.
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Developed a countdown sequence with a female voice saying "3, 2, 1" before each match, followed by a bell sound signaling the start of gameplay.
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Added bouncy disco music to fit the game's unique design and created pickup sound effects for powerups.
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Developed an interactive Wall of Death audio system in which players hear a tension-building sound after 3 seconds in the danger zone, alerting them to flee before the deadly explosion and boxing bell combination plays.
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Added jumppad sound cues to provide feedback while using this movement mechanic.
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Added landing noises for the scooter to improve player movement feedback.
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Developed unique jump sounds for the grandma.,
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Designed the kitchen zone ambience to give that region a distinct aural identity.
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Added basic ambient sounds around the setting to give a more immersive experience.
Files
Get [Group04]NotTodayDarling
[Group04]NotTodayDarling
Status | In development |
Authors | freyaspes, MonsieurFystique, Oelandr, igorszuniewicz, knapeczadam, StevenChiefo |
Genre | Racing, Platformer |
Tags | Local multiplayer, Side Scroller |
Languages | English |
More posts
- Week 05 - Shaping Up Our Vision17 days ago
- Week 04 - Coming Together24 days ago
- Week 03 - Start of a Game Prototype31 days ago
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