Design Team Sprint 3 Week 1
Aden
This week’s development was focused on extensive playtesting to identify the core tasks needed for the second half of the game’s production. Through testing, I pinpointed several key systems and polish items to tackle moving forward, from fixing traversal issues like the player floating above stairs or grappling incorrectly below them, to implementing major features such as enemy placement, weapon systems (sword and shotgun), mutation mechanics, and puzzle-door interactions. I also outlined various quality-of-life and presentation goals, including tutorial pop-ups, menus, SFX, and custom player assets like the grappling hook and echo lure. On the design side, I planned updates to areas such as adding a new floor in the industrial zone, adjusting respawn points, and designing the final boss arena. Overall, this week was less about adding new content and more about refining the roadmap, identifying what’s missing, what needs fixing, and what will bring the game’s world and mechanics together cohesively in the next development phase
Jaedon
I worked on the grapple wall climb and the guts material, these are designed to cover large areas of space without repeating. To do this I set them as 4096 virtual textures so they don't take much memory, since most of our assets use the same texture anyway this should be pretty cheap. They use nanite displacement to give character to the environment and that also takes care of blending between different materials
In case anyone is color blind I wanted the three different materials to still look unique. .green is designed to look like moss, something you can grab. Purple is designed to look like resin/jelly, something that you would stick to. And the guts are supposed to look kinda like ground beef, just something to be cool.
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Cole
I’ve placed enemies in a separate blockout map and began testing on spline placement and movements. In the top and middle image, the player has just obtained the grapple as well as the ability to stealth eliminate enemies. The patrol routes shown are meant to provide the player with a choice: eliminate the enemies using their newfound skill, or bypass them entirely using the walkway above.
In the bottom image, I’ve placed enemies in an area near the player’s original spawn point as a deterrent of sorts. While the player CAN continue through this area, the idea originally was to persuade them to take the right-most path, and avoid the enemies to their left.
Emmanuel
This weekend I worked some more on my interactable object blueprints and placed them around the map in locations I found fitting. These items are large canisters to create noise when knocked over that alert enemies, and flowers that emit smoke that obscures enemy sight. They don’t have any code yet however, and they’ll need to be replaced with better models or get textures. I am uncertain if the smoke flowers will stay as well, the canisters are probably the one thing that are certain to stay.
Parasite Zero
A Project for Fall 2025 Game Design 3
Status | In development |
Authors | Shocker Studios, Aden (Axio), Annastachia Brown, Dameron Cook, Vincent Jay, Nivos, Ali Bun, Kylar, WinterBandit, emfri21 |
More posts
- Parasite Zero - Programming Check-in 510 hours ago
- Sound Devlog - Sprint 3, Week 120 hours ago
- Art Team Devlog - Sprint 3, Week 122 hours ago
- Parasite Zero - Programming Check-in 47 days ago
- Producer Devlog Sprint#2-27 days ago
- Sound Devlog - Sprint 2, Week 28 days ago
- Art Team Devlog - Sprint 2, Week 28 days ago
- Design Team Sprint 2 Week 114 days ago
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