Design Team Sprint 1 Week 2



Aden

This sprint I was in charge of several smaller tasks such as planning how the player gets access to new mutations, how progressing through levels works, planning the control scheme for both keyboard & mouse as well as controller, and finally prototyping a story plan for how the player is told the story. While these things can be seen as smaller tasks they are still important and have a large impact on the game as a whole.

Jaedon

Level design specifically area 2. Will work with Cole and 2d layout and then block out.

Current progress. Top right area has been designed specifically for the sound lure puzzles. The bottom left is for the wall crawling, its very vertical, i need to learn to export each level as a gif or something, its currently 3 levels tall.

need to work on connecting the two areas and discussing with the team and then i can move on to blockout. The cylinder area is for grapple hook, all of these ideas merge in the central hub area.

wil probably not add anymore new areas but revisit old areas to encourage revisiting with the new unlocked abilities.

Current concepts for each level

Week two, worked on blocking out, almost done, just needed to revisit one area. Made sure light lead the player, and the player cannot get to areas they don't have the abilities for. Fo got to account for non HDR screens not being able to see well in the dark.

Cole

  • Blocked out a rough path for enemy movement
  • Started Blocking out Early Puzzle Locations
  • Started Rough Puzzle Walkthroughs

Emmanuel

Added more items to the asset list. I will need to find something else to do soon.

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