Devlog #5 - Not so much done...

05/05/2025

The last 2 weeks have been a bit busy for me (with school and some personal stuff), so I haven't been able to work on the game as much as I wanted to. But I did manage to get a few things done:

On the development side:

In the last devlog, I've added a small enemy that the player can punch, this week I've added a power up that the player can collect by punching blocks. The power up increases the player's damage for now and will be used to unlock new abilities in the future. There is no animation/art for the power up yet, but I will add that later.


Player can now collect power ups by punching blocks (increases damage)

In the previous version of the enemy, it wasn't clear when the player punched the enemy, there was a small haptic feedback, but nothing visual. So I added a small particle effect that plays when the player punches the enemy, the particle effect is placed where the player punched the enemy. This was quite easy to implement:

Vector3 hitPoint = other.ClosestPoint(transform.position);
Vector3 normal = (hitPoint - transform.position).normalized;
hitPoint += normal * 0.1f; // Offset the hit point slightly to avoid clipping
Quaternion rotation = Quaternion.LookRotation(normal);
GameObject particules = Instantiate(hitParticle, hitPoint, rotation);
Destroy(particules, 1f); // Destroy the particle effect after 1 second to avoid cluttering the scene

I also created a test map for me during development, this map will not be used in the game, but it will help me test the mechanics of the game. Without the clutter of the actual game map. In the following video, you can see the test map, the player punching a static enemy at differant places and the particle effect playing at the point of impact. The player also punch the small moving enemy (Not developed by me) and the particle effect plays at the point of impact. At the end of the video, you can see the player punching a block and collecting the power up. Then killing the small enemy in one hit.


Test map with the player punching a static enemy and a moving enemy

On the planning side:

The last week we have been meeting with the team to discuss more precisely what we want to do with the game for the demo. We have decided on the map layout and the mechanics we need to implement. We have decided to focus on the mechanics that we really need for this demo level. If we have time, we will add more mechanics, but for now, it is not a priority.

Plans for the next week:


© 2025 Adrien Barmaz