Land reached: Dizzy Deck Devlog #11


Land reached

This final week before our presentation has been as rough as most weeks but also incredibly rewarding. As always, communication had its ups and downs, but we pulled through, supporting each other and staying focused on our goal: The game. Despite the time constraints, we did our best to deliver a result we can all be proud of.

We are happy to announce: DIZZY DECK ! Check out the trailer:


This is the game we've worked on together as a team throughout the semester. It represents all the challenges we overcame, the ideas we refined, and the creativity we brought to life. As we head into the final presentation in front of the jury, we’re proud of what we’ve accomplished and grateful for the journey we’ve shared.

Art

Boat paddle 

For a more dynamic feeling in the boat we animated the paddles on the side.


GIF of boat paddling animation in action

Background animations and environment

Now, the islands in the back move, as well as little fish in the water. (Ignore the catapulted character :D)

GIF of islands and mountains moving in back

GIF of fishes around boat

Boat dressing 

For an optimal feel we dressed up the shield rack and adjusted crate positions. 


Layout of current boat

Death RFX

 We've had a particle effect for when a character is spawned and it was time to make it's counterpart!

gif of death RFX in the editor


gif of death RFX in game

Player Outlines

One of the most crucial changes in terms of readability was adding a color-coded outline to each player which helps identifying your character in the midst of the chaotic voyage.


characters with color outlines

SFX

Multiple sound effects we previously found were implemented as well as new completely new ones such as Player Death SFX made their way into the build! 


Logo

We have a logo now!

Logo


End Screens

Our defeat and victory screens have also been polished up a little.


Victory Screen

Victory Screen

Gameplay

Bug fixes 

Most of what happened this week was bug fixing, like UI icon positions, object clipping, and many other small issues. Listing them all here feels like it would be very boring and serve as nothing but padding to most readers, so we won't get into too many details, but those who have played previous builds will most likely feel the differences.

Changes

Still, we made some changes this week too, like adding a wall around the level before you light the initial torch. This makes the players not all die before the game actually starts. One of the main changes made this week was adding sounds where there weren't any implemented yet, despite sounds having been chosen a good while back for many of these actions.

UI got changed here and there, buttons now grow when selected instead of just changing colours, this makes it clearer which button is actually selected in case you don't know which colour is the default one.

We also did a lot of balancing changes, like changing the damage amounts of certain actions and making explosions also deal damage to the boat, though that was definitely not all.


Final Word

As we end our incredibly tough journey, we want to thank everyone involved for their part. To our team, thank you for your resilience, nerves of steel, and commitment through every challenge. This project wouldn’t exist without your hard work and collaboration.

A special thank you goes to our supervisors for their valuable feedback, guidance, and patience throughout the semester. Their insights pushed us to improve and helped shape Dizzy Deck into what it is today.

We're proud of what we've achieved and even more grateful for the people who helped us get here.  Special thanks for the Goats who carried the project as well.

Files

DizzyDeck.zip 51 MB
19 days ago

Get Dizzy Deck

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