Fully Baked Alpha Pie
Hey all! Liz and Angel here again with another week of updates from the Space for Sweets team. We’re charging full-speed ahead with polishing gameplay and refining visuals after receiving some feedback.Let’s check out what everyone’s been working on!
Liz went back, smoothing and cleaning up a few textures. The main player is now re-textured, with more detail and shading. The buildings around the city as got cleaned up, and many were not lining up correctly. The main menu also got a new update, with added textures to boot! The new tutorial scene as got two new textures, in the forms of a holographic dog and cop. Lastly, the level got improved lighting and extra buildings on the outskirts.
Jay added a new hanging animation. He also adjusted the jump animation, smoothing it out with the core mechanic. He created the new candy animation. The candy now floats up and down, making them more clear to the player. Lastly, he added new sound effects, such as button select, collectible pickup, and landing on the ground.
Lawrence worked on putting together our tutorial level that walks new players through the core mechanics without slowing down the pace. He dialed in the player movement, making it snappier and more responsive, and updated the animation handling so everything plays smoother and feels snappy. Topping it all off by scripting a final tower climb sequence that kicks in after collecting the 8 main sweets.
Robert finished the models for the main menu scene, and then got into 2D art mode. He knocked out the tutorial skybox, created a new title art and a “Thanks for Playing” splash screen. He also handled some pesky UV fixes, designed the throwable icon, and is now working on the main menu splash art.
Angel focused on more VFX and interface goodies. This week saw the arrival of a fully functional pause menu, with in-game settings access for seamless tweaking. He wired up the main menu scene and implemented selectable hats, so you can now choose your treat-retrieving fashion flair before playing. On the VFX side, he added sparks and smoke to our electrical box. Lastly players can now use a gamepad/keyboard to navigate all menus, and the interface auto-updates icons depending on input device.
That’s all from us this week. Every update is getting us one step closer to something really special, and we can’t wait for you all to jump in. Stay sweet, and we’ll catch you in the next one!
Space For Sweets
Status | Released |
Authors | ljdosher, RaNavarro, EcHanson, Angel Quintero, takonugato |
Genre | Platformer |
More posts
- The Beta Build Up12 days ago
- Countdown to Alpha18 days ago
- We're not waffling around now!19 days ago
- Donut Worry We Got This27 days ago
- One Small Step, One Giant Leap32 days ago
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