Week 15 Devlog


The past two weeks have been dedicated to polishing UI and multiplayer implementation along with additions to level design and sounds! As we wrap up our third sprint, and reaching our deadline of three months work on this game, we are excited to receive feedback for our game for the first time and are motivated to continue on this journey with this whole learning curve rearing it's end. 

UI Polishing

We added a smoke poof effect to our primary UI's (Title Screen & Main Menu) on hover for each selection. We also matched the fonts of all UI and HUD elements for cohesive design within the game. An addition was also made for the King Slime boss fight that displays its health bar at the top of the screen for all players. We also added a loading screen to allow connecting players time to connect to the server and remove any unwanted visual bugs during the dungeon-building process.

Multiplayer Implementation

With multiplayer becoming a late obstacle in the game, realizing the utilities required prior to packaging are more than simple backend programming, we've developed a direct connection format for players to connect directly to an IP address that has created a session. Currently, this works on LAN connections; however, Online connections require a networking system such as Steam's or Epic's Online Subsystem. While we realize this is an unfortunate development, it creates a path for us to release with Steam compatibility! 

Level Design

Our level design has seen a substantial visual upgrade, with various crystals, additional room decor, and functional minimaps per player! We've also added torchlights to signify doorway openings for players to continue their journey with greater ease. We would like to thank everyone for continuous support and feedback in these past couple of months, and we hope to continue this journey to a complete story we can all take part in!


Files

FoSBuild4.zip 603 MB
2 days ago

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