Bom Boi Devblog 2

welcome to the second devblog for my 3d platformer game Bom Boi!

heres what ive added/changed

New Lighting

I didnt really like the old lighting so I experimented with some new lighting im not sure what to think of it


Particles

I wanted the levels and player to feel more alive so I added some particles to fall from the celling and for when the player is walking

Movement to decorations

another way I made the level feel more alive is by making it less static and adding more movement such as making the pipes grow, the wood pallets float, and the sawblades move,

Revamped animations

I Remade the walk animation and added a jump animation it definitely looks a lot better but I’m not an animator at all and my animation editor not showing me the keyframes for some reason doesn’t help either

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I like the new lighting, the only thing I think it should be less saturated, it looks too much, but keep up the good work! It’s better than before! :smiley:

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I’m not sure what you mean by gouging? or satires because. there aren’t really any

Sorry it’s Judy that I’m on my phone and there’s the auto corrector :rofl::rofl::rofl: I edited it now :rofl::rofl::rofl:

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I like the colors and the models.
one suggestion i have is add a some contrast. i think a little more contrast would go really well with this.

edit: nvm it looks fine how it is

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Ideas:
-Less particles when walking so it doesn’t obscure too much vision.
-Depth of field of bloom effects if you didn’t add them?
-Camera bobbing when walking.

Game looks cool though.

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Hey, I have a bit of feedback in regards to this first update!


  1. Bom boy’s animation needs to turn!
    A. One of the rules I set myself when animating, is think about all axes, not just forward and backwards, think about left, right up and down!
    B. The main character needs to be able to turn left/right and wobble as he’s doing it, it would make the game feel a lot more interactive & fun!

  2. The cogs are spinning, this is okay.
    A. You could have a toggle-able spin, spin 2 seconds, off 1 second: This makes the game feel like there’s a system in the background and the cogs have more of a purpose.

  3. Spinning blades?!
    A. You should look into the tween types for these blades, the way it is as it stands feels too quick/harsh on the user experience - you should use a different tween type to get a smoother transition at the end/beginning

  4. You should increment the FOV
    A. Just an idea, not sure if this would actually feel too well :smile:

  5. Particles
    A. Only display those particles when you set the character to run (at which FOV should kick in as well, giving you one hell of a UX update!)

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Thanks for the feedback!

so when I first made the bom boi model I animated it so that the head would bob up and down while moving But I ended up re making the character and when I rigged it and went to animate it it wouldn’t let me select the head (which is also kind of the torso it’s just called head) I’m not sure why but even when I’m animating the keyframes wont pop up there invisible and I can’t select them I re rigged the character 3 times and I’m still getting the bug idk why I’ve also tried moon animator but same problem

im not sure what you mean? the only gears that are spinning are the obstacles but do you mean the cogs on the wall? I think that might be to much movement buy having them move in intervals might be nice I added the movement to the pipes and wood pallets to help the game feel more alive instead of just a still dead level but Ill see if maybe I could make them rotate differently

I think it would look a little weird for the saw blades to like ease when they get to the end of the track since saws usually stay at a consistent speed

Could work you mean like when the player is moving it zooms out?

I wasnt planning on adding a sprinting system the only movement I have planned are
double jump, roll, wall run, long jump but I could make the particles smaller maybe or only make them apear when the player is rolling something like that
also fov is a good idea for the rolling

so when I first made the bom boi model I animated it so that the …

Oh boy, yeah not sure what’s happened here then, but it might be worth prioritizing :eyes:

the only gears that are spinning are the obstacles but do you mean the cogs on the wall?

image

Unless this is part of the obstacle course itself, then my mistake :smile:

I think it would look a little weird for the saw blades to like ease when they get to the end of the track since saws usually stay at a consistent speed

Yerp, sure it’s just what I think would look better, if you think what you have feels better then thats also a-okay! :smile:

Could work you mean like when the player is moving it zooms out?

Not sure why I mentioned this, really isn’t that useful in this type of game.

I wasnt planning on adding a sprinting system the only movement I have planned are
double jump, roll, wall run, long jump

Tie in the field of view to these actions might make the game more interactive, again though this is all your view on it :smile:

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thanks sorry I was out somewhere but Ill definitely think of adding some of these in