Third Devlog - New systems are arriving!


TL;DR: We are doing the mega structures that are the Dialogue system and the Inventory system

Raquel: She's giving it all concerning the looks  of our game. She did the Dialogue box, aswell as an oval picture to see who's speaking.

 
She redesigned the power-ups, weapon switching items, enemies bullets and right now she's doing her best on an absolutely amazing inventory background, as well as its items. Here's a sneak peak on what you can expect:

She also did our background, which everyone will see when entering the game, as well as the button sprites which fit perfectly in the game composition:


Pedro: I'm continuing the overall progression of the game. Did two more waves, even more difficult than the last ones and did a new attack, that comes from the top and bottom of the screen. It's really challenging! It even as a warning sign before so you know how dangerous it is. Also started doing the main menu "backend" and right now gave a stretch and implemented the whole inventory system in one go... It took ages, but it is almost done. There's also a new enemy coming with those two new waves which explodes into a spiral of bullets, which can be really dangerous if there are lots of them on screen ;). There's no pics for me because all of my work is behind Raquel's amazing artwork, but I can say that right now we are polishing certain systems to have a kind of functional game for you to try, and will then treat everything else as "add-ons" to our game.

Miguel:

I started off my week by starting the implementation of an important feature of our game, our Friendly Bees. These friendly bees will appear alongside our player and join him to defeat our foes, but these these friends are so eager to fight that they end up going into the battle frontline, will the Player be able to hold his fire? Or will he murder everything in sight with no remorse? We’ll see if its actions have consequences… ;)

In the end of the week I also developed a first version of our metrics system that we will use to evaluate and take conclusions when the players test our game, one example of this is for example how many weapon drops a player gets in a run and if he catches them all or just prefers to stick around with only one weapon.

Joao: He was doing the weapon, but got sick so there was no further improvements from his side. Rip Joao...

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