Devlog 2: Gameplay basics


Gameplay basics

This week we've been working on art direction and the core gameplay beyond simple movement for the player and enemies.

Enemy

Kaitlyn has made good progress on the enemy model and is moving on to animations to eventually bring into the game.


There are plans for enemies to have 'dormant' poses that they will hold until the player comes within range.

Some enemies are clearly standing and ready to fight, but others will play dead to then surprise the player. Furthermore, some enemies will actually be dead and not get up, hopefully causing some paranoia and uncertainty in the player whenever they're faced with supposedly 'dead' enemies.

Level One

Fin has been continuing to work on layout of the first level, which is nearly complete. It will still undergo some tweaks and changes but this is largely the intended design. The upper half of the image below is a new addition - the main area of level one where players will search for a way to open the doorway to the second level.


Below is a video demonstrating the level from the players perspective, and showcasing some of Oliver's props in-game. We're experimenting with a low-resolution effect aligning with the retro "PSX" aesthetic.

The gun

The final aspect of the core gameplay loop has begun to take shape - the various ammo types fired from the gun. We're yet to add any visuals to them, but Khyl has coded 4 shot types and ammo changing. The easiest one to showcase at the moment is the 'spread shot', which functions like a shotgun. The bullets currently leave a small particle on the wall to visualise the spread while we figure out the art side of things. The pistol model is also just a placeholder.


More props

Oliver has also been producing more and more props for the levels, including an interactable lever, a spotlight, and some props for a security room, needed for level one.


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