Devlog 6: Enemies and Levels


Well hello there again!
As said last week, we have been once again hard at work. This week we made some significant progress in not only art, but also gameplay! Which is, as you can imagine, exciting news! So let's get into it.

The Robot Enemy

Last week we had the spy, well this week we added his grand enemy! The enslaved to corporate life Robot Worker! Although his tie might be bright and groovy, don't let it distract you from its capitalism-driven goals! Much like the spy, our robot also ended up quite a bit different from the initial sketches. Our professor had some pointers, one of them being that it should probably be a bit simpler. As the mesh is only seen from far away anyways. And honestly, I like it better like this. 

The Logo

As some of you might've already noticed, we have a logo for the game! Inspired by shows such as 'The 70s Show', we came up with a simple yet distinct design. The 'glitchy' effect on the Binary is a nudge toward our coding and hacking system, while also being a minor homage to the old-school 3d-glasses effect. The bandits part is a whole lot more classic and is almost like it came straight from some old poster. In the end, we wanted a bit of a hint about the dual aspect of our game. A representation of our Hacker and Spy!


Where is the Fog Of War Shader?

We discovered some bugs when playtesting for the FOW shader. The shader is very glitchy and when played in fullscreen mode, it is of center. After trying for hours we still have no working version.

HUD and pauze menu

The artists are currently working on the HUDs and the pauze menus and we hope to have finished them by next week.

More Meshes

We added a bunch more props to the scene to really bring it to life too!


The Build

Current build has a decent part of the gameplay features like patrolling guards, hackable objects and hacker UI. Almost all smaller props were switched from blockouts into production versions. Lighting is in the process of being redone. The spy character now has animations. Navigation mesh was adjusted so that guards can pass through 2 unit wide passages like cubicle entrances. Floors are  being optimized.


Files

BinaryBandits-v0.4.zip 303 MB
Apr 25, 2023

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