Production Devlog 05: New Threats


Hello everyone, welcome back to another Myrrha dev log! 

It's been a while, hasn't it? That's because the team has been on easter holiday for the past 2 weeks. We couldn't get Myrrha out of our minds however and some progress was still made even then. By now however we've fully picked up production again and we've got some cool things to show you.

Programming

First off, we've got a pause menu now! If the swamp ever gets too intense you'll now be able to take a breather, or easily quit out if you need to.

While we're on the topic of menus, there's now a functional game over screen too. It'll let you quickly restart a run should you end up stumbling into the water one too many times. Once we've got the leaderboards implemented it'll show up here too, along with your personal survival time for that run.

You'll find that the world of Myrrha's swamp is getting more dangerous. We've added a feature where the interval between falling fruits and snake attacks gets shorter as the game goes on. This will serve to ease new players into the game, but will let the intensity ramp up over time. Getting high scores isn't supposed to be easy, after all!

Next up, the snake has a functional poison attack now! The meshes are still placeholder shapes, so just imagine that the cylinder is a snake and the cube is poison. Anyways, the slithery guy will occasionally swoop across the pond and spew poison at a lily pad to instantly destroy it. You'll have the chance to interrupt the snake or block the attack using the falling fruits, but that isn't implemented yet in this build.

Then lastly for the programming segment, we've improved collision boundaries on the stage as well as the launch height when you fall into the water. Not a terribly exciting change, I know, but this means you won't be able to access or get stuck in unintended places.

Art

To start off, soon we'll finally be rid of the placeholder ball models for the fruits. The fruit meshes are modeled, shaded and good to go!

Look forward to seeing these in game soon!

The snake has a model too, although it still requires texturing and animation.


Next up, here's a rapid-fire round of some new plants that'll really liven up the pond soon enough.


Last but definitely not least, audio is making solid progress. Most of the sound effects and music tracks are finished and will be put in game soon, after they go through the final round of tweaks.


That's all we've got for this week's devlog. Next week we'll have the snake's mechanics finished and will implement the leaderboard mechanics, so you can start showing off those scores. Thanks for reading, see you then!

Files

Myrrha.zip 136 MB
Apr 01, 2021

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