Devlog 9: It has been given form


ME standing near the hole with other cultists: Finally, our god is slowly gaining form. Make sure those damn detectives don't find us before the ritual is done. Also, STEVE, STOP STANDING SO CLOSE TO THE HOLE.
Steve proceeds to fall into the hole.
ME: Ugh, this is fine, we can do the ritual without him.
Steve falls out of the ceiling onto another cultist.
ME: Of course.

So these are exciting times. The game is nearly finished and a lot of things have changed. We now have an actual start screen, hooray! We also have a game over screen and victory screen. Apart from that, here is the following:

  • Changed player's lives system. Instead of ending the game when one player dies, all players now share a common pool of revives. At the moment a player reaches 0 HP, a circle appears around them; another player needs to stay in that circle for some time to revive the player. This consumes 1 revive from the pool. 
  • If all players go down, even if there are still revives left, the game is over.
  • When entering astral projection mode the boss becomes visible (done by Luca) and its health bar will apear at the bottem of the screen.
  • When entering a revive circle it will slowley start changing color to indicate how much time is left for the revive to be completed. Same aplies to the pentagram.

Luca here, iv'e been steadily integrating all of Casanda's animations, our ranged enemy doesnt look like hes just floating ove the ground now!

I've also added multiple portals so you can no longer spawn camp the enemies ( sorry for that). The boss's collision also finally works now(stupid me forgot about the static mesh) so now you can fall in to the hole again. Other than that iv'e been bug fixing our enemies and they should all work as expected now. Hopefully by next week the boss will have his attacks working ( i know i said last week that i would do it but i didn't my bad) . Oh and i've started looking for sounds and music and added a small bit of player feedback, the ranged enemy should already have a little damage sound playing when he gets hit ( Michiel found the sound) and our characters will flash white when they get hit

Casandra here! After a lot of struggling, I finally got the ranged enemy rig imported into Unreal! It is fully rigged and animated :) I am also putting the final touches on the Boss Rig as we speak and made serious progress on the melee enemy's model. 

Files

GoToHell_V0.3.2.zip 308 MB
May 09, 2024

Get Go To Hell

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