Dev log #6: 2/07/2025 (Alpha version)


- wheel physics & movement fine-tuning for cop car
- tweaked UFO movement
- added custom UFO model
- new custom open/closed bar models
- UI bottle for alcohol capacity + bottle shaking when visiting bar
- withdrawal effects + removed steering sensitivity when not withdrawing + drink tooltip
- UI character profiles (they change based on game events like drinking, magnet pulling, etc)
- New UI format for both cop and drunk driver. + Splitscreen now is left/right with standard screen ratios each + fixed bug where blurring would affect UI also
- New minimap appearance and new minimap icons. Removed bar visit ping and replaced with just showing the UFO's cursor icon for a small amount of time on the cop's minimap
- Game round timer and time-over game ending
- double confirm round start (both players must confirm to start game)
- new title screen
- Improved input system and controls
- cop teleportation is now linked to d-pad and the 4 teleportation spots are hard-wired to each of the 4 d-pad inputs
- Added new "garage" models for the teleportation spots. + teleporting now orientates the cop car with the road, and maintains speed.
- Implemented magnet "lasso" ability for cop + this creates a "pull" field around the cop car which will pull the UFO inward like a black-hole
- UI tooltip for cop at the UFO's location to indicate the other player is within range to use magnet pull 
- implemented completely new level, with larger roads and more assets and parked cars, etc.
- added parked cars throughout the map
- roads are now wider and larger
- starting position on map are now intentionally placed, at opposite ends of map
- added decorations (stoplights, stop signs, road blocks, etc

Files

2Drunk2Drive_alpha.zip 47 MB
3 days ago

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