Prototype Sprint - Week 1 DevLog - 26/02


What the hell is Diner Bash?

Diner Bash is an arena murderfest. Featuring fast-paced combat, rotating gamemodes and choosing chaos over everything else.
Players will face off against each other in a variety of teams that will swap randomly over the course of a round, what might
start off as a simple free for all can (and will) quickly turn into a massive 3v1 bossfight or a 2v2 strategic battle where
the teams will have to work together in order to defeat the other squad. 
Be careful though! The one who was once your teammate might be the one to shoot you in the back when the mode changes back to FFA.
In this game, you're wise to keep your friends close, but your enemies closer.

But is this fun though?

Diner Bash completely revolves around the desired chaos aspect of a couch game, our players are expected to be screaming
at one another while playing and if friendships survive a night of this game then players will know it's there to stay. 
After all, everyone wants to blow up their friends some time or another. 

Why do we have this specific camera view?

We opted to go for a top-down view that's slightly tilted in order to maximise both visibility and depth for our players. 
We want to be able to show all the information necessary to the gameplay balanced with a nice view of the map and the characters
which you just don't quite get in full top-down. 
Furthermore we mostly want to give everyone the opportunity to watch the battle unfold (taking spectators into account) 
which we feel is best achieved by a non-splitscreen camera. 

The issues we ran into

At the start of the week we all tried to figure out mostly how Perforce works in combination with Unreal and Unity, which didn't always work for everyone at once. At one point we had to recreate the prototype setups because someone submitted 1 royally corrupted file to the depot. Eventually we figured that out and the actual prototyping started. Whilst programming the character controllers and the movement, there were some issues around rotation and shooting the bullets, which were only shooting into one single direction all the time.

Our plan for the upcoming week

Both of the art and tech bibles will be polished and revisited, as well as made pretty with all the fancy rainbows and kittens.
Our prototypes will be continued, adding more planned gameplay and setting testing (level design) as well as our artists finishing the blockouts of the character designs and effects (blobs).
We're planning to have an Unreal prototype ready too, next to the Unity one.

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