We have returned from our short break and are happy to announce that we have now entered the Alpha phase of our production for Klepto Space Thief. We have taken some considerable time to discuss and plan the direction in which the game is going to evolve over the next 8 weeks of development before we initiate a feature freeze. One of the major aspects we have decided to focus on over the next few weeks is the platforming systems within the game. To improve the feeling of platforming and moving within the game we have decided to include some new mechanics which revolve around movement. These include some new character abilities such as a helicopter hand to slow descent when falling as well as a magnetic hand to grip onto metallic surfaces which may influence movement such a spinning fans. There is also the possibility of a glider being incorporated into some levels to give players another way to traverse large areas at a time in a fun and alternative way. We have also decided to add numerous new environmental mechanics into the game such as jump pads, see saws fans, time limited / flipping platforms and pressure plates. Essentially over the next few weeks we are aiming to create a completed level design toolkit for the game which will allow us to easily drag in each of our developed mechanics to create new levels with ease. The majority of these new features have already been simplistically implemented into the game as follows: We have also added a ranged enemy into the game as an alternative means of hazard for the player to avoid whilst traversing the levels. This ranged enemy appears in the form of a stationary turret which shoots at the player when the player moves within their range. One of the other ideas that we discussed implementing into the game was the use of a resource system for the player to manage during each level. This was designed to be an energy tank on the players back which would use energy as the player used abilities involving the arm such as the grappling or gliding. The player would be able to refill this energy by stealing energy from battery packs found on the guards backs as well as by breaking crates and finding batteries inside. During this first week we incorporated the basic functionality for this system however decided to cut the idea due to the fact that it was essentially limiting and putting a restriction on the player from engaging in the fun aspects of the game.
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September 2017
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