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!
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!
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Myrrha
Help Myrrha protect the swamp lilies.
Status | Released |
Authors | C.Declerck, verahowest, PG-Dev, Dries Martens, mvanhoutte |
Genre | Platformer |
Tags | 3D, Atmospheric, Casual, nature, swamp, Unreal Engine |
Languages | English |
More posts
- Polish Devlog 02: April Showers Bring May FlowersMay 18, 2021
- Polish Devlog 01: Coming Up RosesMay 06, 2021
- Production Devlog 06: Home StretchApr 30, 2021
- Production Devlog 04: To Gild The LilyApr 01, 2021
- Production Devlog 03: Swamps Aren't Built in a DayMar 25, 2021
- Production Devlog 02: Fruit and Bugs, but Mostly BugsMar 18, 2021
- Production Devlog 01Mar 12, 2021
- PrototypingMar 04, 2021
- Introduction to projectFeb 26, 2021
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