Week 7 - Approaching Alpha Launch


The game feel has really started taking form and soon Soulmonger will start to have a more fleshed out visual identity as we prepare the final touches to bring the game to alpha version. This week our team focused on building out a more modular state changing code that allows us to change attack and movement parameters with ease and also built out obstacles that actually damage the player in the form of enemies and environment elements. But not to worry, the player also has some new and improved methods of attack including a drop attack while in sword mode to turn the jumping mechanic into a movement with more strategy. 

We also began ideating and sketching out concepts for how to provide fun levels of challenge to players in boss battles. We realized that the primary fun we want to provide is from challenging players to swap back and forth between bodies to overcome obstacles. Whether they do that to gain health, manoeuvre to new vantage points, or execute certain types of attacks is up to them. Our boss battle designs are all focusing on creating challenging and strategic scenarios that will be satisfying for players to overcome in their own personal ways.

This coming week we are finishing the final touches of combining these core mechanics together and also creating some more environmental obstacles so that we can assemble some game levels with more challenge and purpose. With this completed by the end of the weekend, we'll have a couple days to do some playability testing at the start of the week with the alpha version of Soulmonger. 


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