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 dev(b)log 

  • Finn Fleming

It took me a while to figure out how to get a nice arc that would show you the trajectory of your shots. It was difficult to get it working in a way that ensured minions would land exactly where the arc was pointing, but with a lot of trial and error and some help from a number of YouTube tutorials, I eventually got it working properly and proceeded to rigorously test the game with my brand new aiming system. I had some reservations about using this solution as I felt that it wasn't a particularly original or interesting approach to the problem off aiming and I ultimately moved on to something simpler that felt more organic and was more well suited to a faster pace of gameplay.


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  • Finn Fleming

Next I spent some time figuring out where to put the holes on the course. I split the game world into 3 areas by running a river through the map and laid out the holes in a way that felt natural to move between as well as allowing for a sense off rising difficulty from one hole to the next. Holes in flat areas are the easiest. A medium level off difficulty is achieved by placing holes on top of hills, followed by the hardest level of holes which are placed on islands and other difficult to reach areas. I also worked out a scoring system as well as some rudimentary UI to show the Player and Satan's scores at each hole.



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  • Finn Fleming

I was thinking about other objects/tools that the Player could use to hit minions into holes and for some reason I thought it would be cool to fire a laser at them that would light everything on fire and generally wreak havoc in the game world. I quickly binned the idea, but not before I finished modelling and texturing this funny little gun thing. I will probably use this model later for a different game because I do sort of like the way it turned out.




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