🌳🌳🌳 πŸ€–βš‘οΈπŸŒ³πŸŒ³πŸŒ³

It’s time for Beta πŸͺ• πŸŽ‰ In these past two weeks, BANJOS spent a lot of time implementing the gameplay changes, and UI.

Updated Art Assets

We updated the map to include 5 LED locations, fewer capacitors, and darker environment lighting. The resistor soldering points are highlighted for visibility (since the trees sometimes block the view).

Updated map

In addition, the character models have been updated with a better UV texture map, and 4 more animations: rebound, fallen, revive, and idle.

Rebound
Revive
Fallen
Idle

Variant UI

Based on previous feedback, we focused on creating the UI. When the variant gets close to the resistor and capacitor, there is a hovering text that explains which button to press, and a loading bar animation. We also implemented the HP bar and battery. The soldering sparks have been replaced with asymmetrical star shapes.

Hovering Soldering bar
Soldering with sparks and loading bar

Our current battery scaling system (This could possibly change after more playtesting)

  • Soldering 2 points = 1 bar
  • 5 hits = 1 bar
  • Revive a player = 2 bars

The UI allows for another mechanic: charging up the battery at the capacitor. The variants need to manage their battery resources and make trips to the capacitor. 

Recharging

Creator gameplay

We focused on improving the creator’s gameplay experience. We first implemented dropping clones and LED UI. The clones sent by the creator will attack variants in front of them. When the LED goes down, a button menu pops up telling the creator to fix it. From previous feedback and playtesting, we placed roaming clones that follow a randomized pathway on the map. The variants can blend amongst the crowd while the creator needs to spot them.

Current Creator UI
Dropping a clone

Some screens

We started on the UI for the title screen and character selection screen. This has not been fully implemented in the game yet.

User flow

Demo video

Next steps

Based on feedback for our Beta build, here are our priority items for the next two weeks.

  1. Give the creator more control over their clones, such as the ability to move them and give them tasks (fix the LED)
  2. Implement the end game state aka. Run to the core
  3. Implement final UI elements, and screens
  4. Adjust map, model colors, and VFX
  5. Improve roaming clones and attacking clones
  6. Export a Mac build

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