Oirbo devlog #55 - New enemy ready, new button ready!​


(Posted originally on our blog)

Hi guys!

Last week was awesome! We finally finalized our Anesthesiologist Robo and it's looking sick!

The full mechanic is now in place with matching animations, which were the biggest hurdle to overcome the last week. After almost 5 years working with Unity, we finally started using animation blending as big boys, until now we pretty much didn't have any animation transitions or made them by hand.  This was because most of our initial animated objects were simple sprite (frame by frame) animations, but now that the made the upgrade to bone-based animations, unity can make surprisingly good transitions between states, our animator appreciates the automation though xDD.

So we spent a little time ensuring that the Anesthesiologist looked smooth on all its states and on its transitions, this took a little more time than we expected but at least it runs silky smooth now :D

To top everything off, we added a quick death animation and voila, mechanically and visually the enemy is 100% done and ready to be used in-game!

The other task of the week was to do the new button type of the med area, its main goal is to use player health to generate electricity:

There are 3 distinct parts of this new button:

  • The button itself (on the left), visually it is similar to the regular one but contains some "spikes" to help sell the idea that it hurts the player.
  • The new health energy pipes, these are a new set of pipes that serve to transport health cells to the tanks.
  • The health cell tanks used to store the player's health, and when it's full it will generate an electric signal that will open doors.

If the player doesn't have the necessary health to fill the tank, it will stop taking player HP, and when the player gets off a button that didn't charge a full tank, the tank will return to the player all health it took. All with over the top animations on each step of the way. The tank will also have a visual indicator of how many health it will require from the player, in the image about it will require 6 energy cells.

Although a little over the top visually, we think that the (probably) over design of it, helps sell the importance of what the player is giving in order to open a door (activate a machine, etc). This button will make its debut on the med area, but we are also considering using it from now on on the remaining areas, but for now, its a really solid mechanic enabling us to control how much Health the player will have on a giving section which could spur a series of awesome challenges in the med area :D.

Now time for the progress of the level design of the med area, we didn't do much this week, since our main focus was finishing off the button and the  Anesthesiologist robo, but hopefully next week we have a lot more level design done for the area!

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