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Los Pingheros News

DevNews #7 - New effects, map challenge & Skin!

Hey Pingheros! Let's go for the DevNews #7 !!

[h2]Game[/h2]

The rewards announcement system has been updated! 🪙



The Falcon power-up is also getting an update! 💥



A new challenge map is "work in progress". Watch out, or you might just singe your feathers! 🔥



Introducing a new skin that will soon join the wardrobe of our beloved Pingheros: Aztec Crown 👘



DevNews #6 - New map challenge, interface effects, Mechanics!

[h3]Hey Pingheros! [/h3]

Let's go for the DevNews #6!

[h2]Game[/h2]

Many elements of the interface have been revamped to dazzle you! ⭐

Progress



Winner of game



Podium



A new challenge map is now available to unlock! Will you be able to beat the WR? 🏆



A brand new rare-quality skin is coming to your wardrobe: Aztec Jewerly 👑



If you ever felt isolated from other Pingheros, the Ice Meteor is here to change that!



The scoring system will be revamped, and now will track your gains and losses live in-game more intuitively! 💯



[h2]Event[/h2]

We’ll be at Paris Games Week 2024! 🐧
Come visit us on October 23rd and 27th at our booth to play Los Pingheros, take on challenges, and maybe... face off against our developers! 😈

DevBlog #5: Character and Skins Texturing Workflow

Introduction


Hola Pingheros! 👋

I’m Kathia and today we're going to talk a little bit about our snow fighters 🐧 and their sense of fashion🩲🎀.

During the project, one of my responsibility was to set up a texture workflow for characters and skins.

This colorful, explosive game requires a ton of variation to satisfy every player's needs 😉.


Problematic


Working with multiple color choices and adaptable color Skins can become overwhelming very quickly. That’s why we planned a workflow that’ll provide more scalability for the future of the game.

Creating a material for each color and each skin is too exhaustive and expensive, but we've found a way to optimize it!

  • We needed to be able to create a wide palette of colors quickly and easily (for now there are only 10 available Characters Colors but who knows? Maybe a Rainbow Penguin with 5 variations could be needed! 🌈).
  • Team mode is also requiring specific colors (Skins needs adaptive team colors!).


Current Colors Variations:



Some Customization might adapt to each colors of characters (based on the Rarity of the Skins ✨).
  • Common (Basic materials and strict minimum of surface coverage).

    • Need to adapt to the Team mode.
  • Rare (Medium materials and surface coverage).

    • Need to adapt to the Team mode.
  • Legendary (Premium materials and advanced materials, full surface coverage, VFX).

    • Need to adapt to the Team mode.
    • Need to adapt to each character color.

So how can we meet all these needs efficiently?

Solutions


One solution is to use RGBA masks! 🔴🟢🔵⚪

It will provide a good mix between flexibility and optimization.

We're using RGBA channels independently to store black and white data (I call them masks). That way we can have 4 different masks on the same texture! We then use masks to apply color to certain areas of the models 🖍

This is how my RGBA masks are organized:

[h3] Base Color Map [/h3]

  • Channels RGB is for different colors, R (principal color)/ G (secondary color)/ B (tertiary color).

  • Channel A (Alpha) is used to select zones that display texture directly and those that display colors selected using RGB masks.



What's more, it can be applied in cases other than that of the character, such as skins!



Colors driven by shader allowed me to quickly iterate within the engine and generate multiple variations without wasting too much time 🕰.

Characters Colors are picked via code and only one shader is used for all of the characters and skins.



[h3] Other textures. [/h3]

  • Metallic/Rougness/AO are also packed in one texture ((R=Roughness)+(G=AO)+(B=Metallic)).
  • Normal texture.


Conclusion


This technique can be used in a multitude of ways, and depending on your needs, you can push it even further.

Thank you for reading and see you soon! 😃

Kathia Lebon

Los Pingheros Update - 0.3.13

[h3]Hotfix 0.3.13[/h3]
Thank you for the early feedbacks that allowed to fix some important stuff for your experience. See you on ice !

New
  • The game is now playable offline.
Changes
  • Falcon & Cold entrance skills now do not follow players at the very end of the respawn animation, giving time to the targetted player to dodge.
  • Falcon skill creates ice where the player spawn, avoiding exploits where the targetes player goes above water to suicide the respawning player.
  • Some interactable are not grabable anymore (coins, jalapenos, masks, mittens) as it does not make sense.
Fixes
  • Reactivate score display during games
  • Challenge record are properly sent with your local player 1, leading to proper naming in level selection.
  • Reactivate some visual effects & sounds on hit
  • Reactivate/adjust visual effect & sounds when spawning
  • Soft lock when all players had Falcon/ColdEntrance skills and died at the same time.

Demo out NOW!

The first public demo of Los Pingheros is now available!

[previewyoutube][/previewyoutube]

[h3]What's New in the Demo:[/h3]
  • Progression System📈: For the first time, players will be able to experience a progression system that allows them to unlock new items and content as they advance through the game.
  • Snowball School🏫: A completely revamped tutorial called Snowball School introduces players to the game’s mechanics through timed challenges, which can be completed either solo or in multiplayer mode. These challenges will test your skills and introduce you to the unique moves of the game in fun.


[h3]With these updates, you'll be able to explore:[/h3]
  • 👘New cosmetics
  • 🏆New challenges
  • 🗺️New maps
  • 🌟New visual effects


Join our Discord and share your feedback with the development team.

See you soon in the Mexican arena! 🐧🌶️