Design Team Sprint 3 Week 2


Aden

This sprint was all about tightening the game’s tone and feel through heavy playtesting and narrative refinement. Most of my time went into writing reactive dialogue for the AI/narrator voice everything from puzzle success quips (“Your silence is sharper than any blade”) to mutation unlock commentary (“Evolution gifts you a knife. Evolution assumes you will use it.”). I’ve started tailoring lines based on how the player interacts with stealth/combat whether they become a glass-cannon abomination or stubbornly cling to humanity and it’s already giving the game a stronger identity. Next sprint I’ll start wiring these lines into gameplay triggers, but for now, I’m just enjoying how unsettlingly encouraging the game sounds.


Jaedon

For this sprint I worked on the preliminary lighting pass and play tested the Ai, also started work on a post process material that will help the player see the range of sounds

The goal of the lighting pass was to make each area unique and memorable but also that the light led the player on where to go so that they don't get lost.

with the enemy's i learned that the balance of the lure and the enemy sightlines are unbalanced in a way that makes the puzzles unsolvable for now, once we recollect I have written down what the new values should be. Finally, i started work on a post process material that will allow the player to see sounds so they can better understand the range of noise lures and selectively distract certain enemy's

For debug purposes the epicenter emits from the player but you can see how the material reacts to walls


Cole

Design: With unfortunately limited time this week, I’ve continued placing the updated enemies (Big, Regular, and Small / Stationary) into new locations as well as playtesting their routes and sight-lines. The current goal with their placement and continued tweaking is to give the player a challenge, but not seem unfair. Ideally, the player should be able to detect and, at the very least, be aware of, an enemy in an area. Although more testing IS needed, I believe that myself and the rest of the team are making huge strides towards making something fun, engaging, and cool as hell to look at.


Emmanuel

This past week I made it so that the canisters can fall and cause a noise event to occur. I also created a niagara system for the smoke flowers to emit smoke, though I still need to implement it into the smoke flower blueprint. I’ll work on that this following week and hopefully get some help from the programmers on how to make it cover a certain area and make it so enemies lose their vision.


Get Parasite Zero

Leave a comment

Log in with itch.io to leave a comment.