Welcome to the second week of development for Project Luna, the current name of our game. This week focus has been on documentation and I made progress with the game documentation and the relevant mechanics of the game. This includes the previous week brainstorming discussion, enemy concept and basic level design.
Game Mechanics
From the previous week brainstorming, we have added many mechanics for the game. These are our current mechanics:
An AI system for the NPCs and Monsters
Player Combat
Player Consumables
Player Controls
Player Equipment
Player Inventory
Player Movement
Currency of the game
Combat elements which are fire, ice, earth and lightning
Interactable Environment
Looting
Rarity
Skill system for the weapons
Statistics
Weapon types
I would not go into detail as to what each mechanics is. The details will be posted on our team's blog.
Enemy Monster - Cylo
Cylo is a common enemy found in the DeadLands since it is the first enemy that the player will encounter, it is designed to let the player adapt to the style and aggressive form of monster in the game. It has a ferocious face with muscular like body and razor-sharp claws. It is hostile and aggressive monster. If the player is spotted, it will rush towards the player and attack.
Level Design
The DeadLands is the first harsh environment the player will enter. It is difficult for the player to navigate through it as it filled with hostile monsters and abandon building. It is inspired from Wastelands and Droughts. Wastelands are areas not inhabitable for humans, traversing Wastelands requires much planning and experience. Inexperienced adventurers will suffer the dangers that lurk in the wasteland. Since it was abandoned by life, the eco-system did not last and resulted in droughts.
I tried making the level design in isometric view but it was difficult to visualise and thus I created a 2D top-down view of the level instead.

That is it for this week, next week focus will be on the boss arena level design. Thanks for keeping up with the blog!
Sean Ngo
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