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Devlog
video review of the last dev build
June 28, 2018
by
acp
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added shot cooldown
June 08, 2018
by
acp
Shots now have a cooldown rather than just requiring sweeping over the enemies. This opens up the possibility of different enemy types or features like shields and health bars. To make up for the in...
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added sound and music
June 06, 2018
by
acp
I think sound and music are my least favorite parts of dev, nobody really notices unless you do a bad job, then everyone notices And you are obligated to include music and sound even if you know most...
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added enemy movement
June 04, 2018
by
acp
The enemies now movie with the player and wander between lanes Added 50% alpha to powerup announce words so they don't block the view as much...
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added animation to movement
June 03, 2018
by
acp
The movement now has animation and a particle effect. Not exactly how I imagined it but it does the job. Had one minor issue with the anim that I needed to fix. I turns out if a trigger is set in a...
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graphics work
May 31, 2018
by
acp
Spent a while working on graphics, lighting, and some vfx, it is slow going because I don't know what I'm doing at all but I'm learning. The flames are from a particle effect asset in the unity store...
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hitting obstacles or enemies now slows to 50%
May 27, 2018
by
acp
Instead of coming to a dead stop I changed the "speed penalty" from 100% to 50%. Also all obstacles are removed on hit in addition to enemies. This change appears to make the gameplay feel much sm...
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running into enemies hurts player
May 26, 2018
by
acp
enemies now hurt the player but to make up for that I greatly increased the enemy spawn distance the game dynamic feels a lot more engaging dev trello...
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changed controls
May 26, 2018
by
acp
after getting a lot of feedback about the controls I finally changed them to be more conventional A moves left, D moves right, no center lane key technically this should make the game harder but it lo...
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added difficulty settings
May 24, 2018
by
acp
several playtesters gave feedback that the game was too hard so i implemented difficulty settings that took longer than anticipated and I appear to be paying the technical debt I incurred by using the...
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changed forward movement to be physics based
May 22, 2018
by
acp
Previously the movement was translation based which caused problems with the powerup raycast collisions at higher speeds. It didn't take too long to change things to physics based and pass control of...
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pretty new screenshot
May 22, 2018
by
acp
new screenshot showing off fonts in the UI...
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added font
May 21, 2018
by
acp
the default fonts looked bad in the build but not he editor so I changed the font the ui is much nicer now...
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removed gameover screen, added some ui style
May 21, 2018
by
acp
a couple of players said they wanted to quickly replay after a game was over and the fade between the gameover, title, and game screen was taking too long for them I removed the gameover screen and me...
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added powerups
May 17, 2018
by
acp
Added a few powerups to spice things up, the dev came together much easier than I thought it would. The game appears to be a bit too easy now so I might have to change some settings for balance but ov...
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added obstacle animations
May 16, 2018
by
acp
when the obstacle comes close to the player a wall pops up hopefully indicating that the player shouldn't move to that lane as you get faster the wall pop up stops helping but it is still another moti...
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changed movement to teleport based
May 15, 2018
by
acp
Now the movement teleports you to a lane instead of being continuous. This should prevent there from being any "unfair" obstacle constellations. I'm not sure I like the movement better but I'll give...
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changed border
May 14, 2018
by
acp
removed the static cylinder mesh borders and added pretty particle flames, hopefully that doesnt nuke performance based on reddit feedback decreased fade times from 2 seconds to a lot less which is le...
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changed html template
May 14, 2018
by
acp
added instructions in html template...
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UI update
May 11, 2018
by
acp
moved timer to a "health bar" changed the speedometer to only display a single value once the player accelerates to the target speed...
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did some re-balancing
May 10, 2018
by
acp
making you stop dead when you hit an obstacle made the game too easy, so the games went too long, so I did a bit of re-balancing 1. made all enemies disappear when you hit an obstacle, this doesn't ch...
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added acceleration and player stops on hitting obstacle
May 09, 2018
by
acp
The increased starting speed was a bit abrupt so I added acceleration, I think it takes about 5 seconds to get up to full initial speed The player also stops dead on hitting an obstacles and accelerat...
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increased difficulty, added hud icons
May 08, 2018
by
acp
the hud was bare so I added icons saying what everything is also I increased the difficulty by increasing the base speed from 20 to 40, will probably have do a ramp up from the beginning because you h...
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added enemy warp in animation
May 07, 2018
by
acp
#progress, #feature
enemies/targets don't just pop in anymore, added a simple animation that scales them up from 0 probably should add some bounce-in to make them look more "alive" but this is an improvement over what I...
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First release
May 07, 2018
by
acp
The game is complete in that I don't see major game loop features that are missing or look awful. Thats good enough for me to release ...
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