Devlog 07: A new sprint
Intro
Now that the coregameplay loop is there we can now focus on finishing the game. Artwise this means that in the previous sprint we made all base models so that we can now texture and animate them. It is also time to finally add realtime effects to the game. ...
Art
A sneak preview of our first particle effects:
Gameplay
As always we have some funny bugs happening. This time when we set up the spawns of the traps and wind, our lance flies out of the players hands.

This week we did a little group play test session. Because so far, a lot of us hadn't actually really sat down and played the game yet. This way we could hopefully now have the game feel the way it should be.
Sound
As we now entered production sprint 2. So has the start of the sound design.
A couple SFX's have been worked on such as: the spin attack, the footsteps (which we made horse like because of the hobby horse), some of the lance attacks and some of the voices.
The most trouble with sound design has to be the lance so far. It took me quite some time to get it right and even now I feel it's not the way it should be yet. But i'll have to wait and see since we still need to set up a good convention within code to call all the SFX's. We were thinking of going for Unity events and a big Audio handler script that listens to all these events. In that way we can later also link it to the RFX's and keep existing code clean as it isn't filled with audio calls.
Programing
One focus was getting the bugs out of our game. One of those major bug was for example when a game was won and reset, the players couldn't start playing again. This had something to do with controllers not being cleaned up properly and so persisting throughout deletion. Now when the game resets everything gets reset, so players also don't keep anything after someone has won the game.
Furthermore were the scripts for a main menu also implemented and are already functional
The scripts of the character selection menu have also changed again, we decided to go back to the previous implementation. Only this time new and improved! Players join by pressing A (or button south), can ready up by pressing Y (button north) and leave by pressing B (button east). When leaving, the position of every remaining player gets shifted up. Now the players also do not have to navigate to a button to change colors but can just change constantly when they feel like it.
Files
Get Lance-A-Lot
Lance-A-Lot
A fastpaced chaotic pvp medieval jousting game
Status | In development |
Authors | Tim Jansen, Kabouchii, Seppe_Sleeckx, Léon, Lubba_128, AnthonyPirolo |
Genre | Action |
Tags | Comedy, Controller, Fantasy, Local multiplayer, Medieval, Multiplayer, PvP, Short, Top-Down |
Languages | English |
More posts
- Devlog 10: Polish3 days ago
- Devlog 09: The finish line!10 days ago
- Devlog 08: Almost there22 days ago
- Devlog 06: Last week of the first sprint31 days ago
- Devlog 05: Second week of production58 days ago
- Devlog 04: First production sprint has begun!66 days ago
- Devlog 03: Getting ready for production73 days ago
- Devlog 02: More prototyping80 days ago
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