Week 11 - Week of Polish and Refinement
ART
Art thou ready for the second to last update? Because we sure are! Introducing a new visual overhaul as this is a polish run we focused mainly on fixing our biggest issue, being the readability with our post processing volume that makes the room more readable by shifting our saturations around.
The UI has crispier details on the granny icons as well as the menu being overhauled with depth. Most assets such as, pickup boxes, items in the library have been upped in saturation and lightness while making sure the bookshelf is more stacked with books so you can tell the difference between platforms and background materials. Some shaders needed adjustment since it was showing some goofyness, while we do like a goofy thing, this shader wasn't meant to goof the way it goofed.
There has been more setdressing for our intro scene which displays a well lived environment with a few fun little easter eggs to witness.
And the grannies? Well, let's say that we've unlocked big brain time. We quite literally have given big head mode a casual way.
Meanwhile the ghost has a more haunting appearance instead of the comrad pose bugs bunny would hit. We hit up the rfx to make everything more cohesive and fit within the theme we had in mind. As well as making the models more papercrafty as it was intended.
Leveling Up the Polish
The theme for these two weeks has been polishing, and we've been working hard to make every aspect of the game feel just right. From fine-tuning player movement to tweaking camera shakes, every detail is being refined to improve the overall experience.
We also made adjustments to the level design to enhance flow and player engagement. A new intro cutscene is now in the works to better introduce the game and set the tone right from the start.
Bug fixing has been a big focus, especially issues found in both the core gameplay and the player selection stage. Our artists delivered a sleek new UI, which we’ve now fully implemented. Alongside that, we integrated additional VFX provided by the art team and introduced several new animations to breathe more life into the game.
All in all, it’s been a productive phase of polishing, with noticeable improvements across the board.
SOUND
This week, we refined several aspects of the game's audio. The "EPIC Commentator" now includes "defeated" or "knockout" voice lines upon elimination, alongside reimplemented lose music. Winner music and a "you're a winner" commentator line have also been added. Music was integrated into the introduction sequence, and voice line volumes were mixed for clarity. The in-scene fan now produces a sound effect. A general volume mix was completed to ensure all audio elements are cohesive, and the overall music has been updated to a more funky style.
Get Not Today, Darling!
Not Today, Darling!
A fast-paced local multiplayer side-scrolling racing game
Status | Released |
Publisher | |
Authors | freyaspes, MonsieurFystique, Oelandr, igorszuniewicz, Ádám Knapecz, StevenChiefo |
Genre | Racing, Platformer |
Tags | Local multiplayer, Side Scroller |
Languages | English |
More posts
- Week 12 - Start, Journey and now the End.48 days ago
- Week 10 - A Production-Ready Race61 days ago
- Week 09 - Lights, FX, Action!68 days ago
- Week 08 - These grannies are bussin, respectfully75 days ago
- Week 07 - Pit stop finished82 days ago
- Week 06 - 3, 2, 1, START!Mar 24, 2025
- Week 05 - Shaping Up Our VisionMar 17, 2025
- Week 04 - Coming TogetherMar 10, 2025
- Week 03 - Start of a Game PrototypeMar 03, 2025
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