Part 3 To not make losing health feel as punishing for the player, we decided to implement health packs which the player can pick up around the map. On pressing the health button, the player will gain back 30 health and reduces the amount of health packs they have by one. They will start off with 3 to start and can pick up more as the player goes along. As for level design, currently we are deciding for a combat room and a puzzle room for each gun we have in the first level. Going for each gun is entirely optional as we wanted to give the player some choice and reduce any feelings of linearity. From the last entry, we have also changed the guns. The first gun is the default and given from the start, which will be a rifle which fires a standard rate in a straight line and is medium range. The second gun is a shotgun which shoots bullets in a cone in front of the player. This gun will be mainly used for short range engagements. The third gun is a laser mode. As you hold the trigger, it fires up and does more damage over time until it overheats which is shown by a meter. This gun is for a strong burst of damage over a relatively short period of time and will have quite a long range. To balance out its high range, the player will be slowed done while firing the laser and cannot dash. The final gun is a sniper which does high damage over long distances but has a low fire rate. We wanted to give each gun their own strong qualities that amplifies different player’s play style. As such, they are also free to go to whatever gun’s puzzle and try and get the pickup so that they can use it. Initially, one of the guns we wanted to have was a charged shot which exploded on impact. However, we were not sure how to code the gun so we decided to scrap for something more simple. We also plan to have an objective to complete for the first level and once that objective is complete, the player can face the final boss which will have 2 phases. We have also decided how the two phases for the boss will behave. The first phases will involve the boss keeping their distance and spawning enemies and shooting projectiles. The second phase will have the boss start dashing towards the player and will deal damage on contact. We decided to have multiple phases so that the player will have to change up how they play against each different phase. It also helps to vary the gameplay and the variety of what the boss does. For normal enemies, we currently have 2 variants. The first enemy will rush the player upon getting a line of sight on the plan and will deal damage if the player is within range of the enemy. Initially, I wanted the melee attack to be a projectile in a right in front of the enemy object that would hit the player. That way, there could be a hit box which players could avoid which encourages more skillful play. However, I was unable to code it in time, so I had to settle for doing damage to the player if the player is in range. The second enemy will be static and fire projectiles that deal damage to the player. We decided to have at least a melee and range enemy to make the player have to come up with different way to avoid their attacks and destroy the enemies. If we have the time, we will also try and think of new enemy types to keep gameplay varied. Some examples that Ryan came up with include a tanky enemy which has a shield at the front or ranged enemies with different projectile patterns. As for user interface, I coded an inventory bar with a slot for each of the four guns that we have as well as a slot containing health packs and the amount of health packs remaining. There is also a health and shield bar as well as a mini map which highlights which room you are in relative to the other rooms. Currently, the level’s objective was initially to find fuel so that the player can escape. However, we have changed the level to the player finding his way to a safe location so that he can find a way to escape later on. For the story, if we create more levels, we will be able to expand on the story more and create a more comprehensive story. I am also encountering more bugs such as projectiles firing in the wrong direction or the player not moving over to the next room. Currently, Ryan and I are still trying to fix any bugs that pop out in our own sections so that we can get a complete version of the game. This way, since we know our own sections best, we can be more efficient in solving our own bugs.
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August 2018
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