Plunder Pups ver. 0.2.0. preparation
In the past couple of weeks, work has slightly stalled on Plunder Pups. This was due to getting more shifts at my day-job as well as a bit more time spent socializing... But one of those times was with the QUTGDC, so I guess it counts as game development time, right? According to GitKraken, the following has been done since my last devlog/blog post:
- The game now knows how many human players are playing and will set up the HUD, players and necessary cameras
- Organized and added a number of prefabs for different elements of the game
- Began working on make a better looking scene with AxeyWork's Free Low Poly Pack (downloaded from the Unity Asset Store)
Prep For Next Release
Unfortunately, due to the smaller amount of work done in the last couple of weeks, a few things may need to be cut from this release. In particular is the game's sound, which I was hoping to make it in at a basic level. In this project I'm hoping to utilize FMOD as it's an industry standard, so the sound is unlikely to be a quick job (which it could be if I implemented it as I did last year in Bees Won't Exist). I had also wanted the menu system to be polished and robust but unfortunately this is proving to be more difficult as I lack both the knowledge and artistic skill for User Interfaces.
However, on the other hand, with some hard work in the next few days, I should have a new version of the game released, which will include local multiplayer, Xbox controller support and (hopefully) a better environment. For the most part, this is what I wanted to be in this release, so I'm actually somewhat content with putting this out as v.0.2.0. Currently, this is due out this Sunday (02/07/2017).
I am also planning to push back the date of the "final" release of the game, due to a number of reasons, but actually I think it's quite justified! I'll post more about that after the next version of the game is released.
Until next time!
- Harrison Short