Week 3 - Gameplay Loops and Unity Experimentation
This week the team created more concept art, prototyped different silos of game mechanics in Unity, hammered out more mechanics... oh and we settled on a name for the game as well: Soulmonger! In addition to this, the majority of the team's focus was actually spent on completing our Game Design Document (GDD). With this robust GDD we should have a good foundation to realize Soulmonger as the great game we think it can be.
For the GDD we fleshed out our character and world descriptions and created more concept art for these elements as well as for the actual gameplay view. The mechanics were also refined with attention being paid to user controls, game UI, the core loop, and gameplay states. An overview of all of the types of gameplay states was created with our functional flow.
In Unity3D more progress was made on the development of changing character state, navigating between rooms, and the enemy AI. We have a rough version of changing a player's state after interacting with an environment object and then having new attributes depending on that state. This will be expanded further to specifically be changing the health, jump, speed, and damage attributes as well as include sprite changes and transition animations later on. A rough version of enemy AI that tracks and routes to clash with the player is also developed. However, we will want a more diverse range of enemy behaviour to challenge players and create more dynamic challenges in the game. Additional types of enemy pathing need to be developed. Lastly, connecting rooms to each other and loading new ones upon interacting with "doorways" are working as well. The last foundational element of the game that needs to be prototyped is the combat.
Soulmonger made a lot of progress this week on the conceptual and development front. The next steps for us are to continue to make progress on the core features in Unity and then bring them together into our first pre-alpha that can be playtested.
For the GDD we fleshed out our character and world descriptions and created more concept art for these elements as well as for the actual gameplay view. The mechanics were also refined with attention being paid to user controls, game UI, the core loop, and gameplay states. An overview of all of the types of gameplay states was created with our functional flow.
In Unity3D more progress was made on the development of changing character state, navigating between rooms, and the enemy AI. We have a rough version of changing a player's state after interacting with an environment object and then having new attributes depending on that state. This will be expanded further to specifically be changing the health, jump, speed, and damage attributes as well as include sprite changes and transition animations later on. A rough version of enemy AI that tracks and routes to clash with the player is also developed. However, we will want a more diverse range of enemy behaviour to challenge players and create more dynamic challenges in the game. Additional types of enemy pathing need to be developed. Lastly, connecting rooms to each other and loading new ones upon interacting with "doorways" are working as well. The last foundational element of the game that needs to be prototyped is the combat.
Soulmonger made a lot of progress this week on the conceptual and development front. The next steps for us are to continue to make progress on the core features in Unity and then bring them together into our first pre-alpha that can be playtested.



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