Design Team Sprint 4 Week 1


Aden

This week’s focus was all about bringing the world of our game to life through sound and systems. I spent a good chunk of time coordinating studio session time for voice acting, getting the cast selected and ready to record and making sure everything’s lined up for a smooth production process. On the gameplay side, I started assigning numerical values to the player’s mutation powers to make progression feel more tangible. For example, the grappling hook now scales with mutation levels, starting at 0 Mutation with +10 mutation per use, and eventually unlocking at 50 Mutation with a boosted +25 mutation per use. These numbers are subject to change but are meant to help make the mutation system feel more risk vs reward as players evolve through the game.


Cole

My task for this weekend was to go through and both place and playtest different check/savepoint locations throughout the map. The overall goal and what I settled on was to make sure that the more annoying “runbacks” were minimized, while also setting the player back outside any combat / action zones. Although the zones may need some re-thinking or tinkering in the future, they’re all currently implemented within a blockout map, and are ready to be moved at a moment’s notice.


Emmanuel

I managed to make the smoke flowers emit smoke when interacted with via a niagara system. It then made me realize that niagara systems are kind of exclusively 2D, so the smoke always faces the camera rather than just sitting there which can be inconvenient for players as well as making the enemy losing sight seem off

I’ll get to work on replacing the models of my interactable objects. I’m not entirely sure if the smoke flowers will be entirely functional until the enemies are ready though, but I was given an idea of how to get the enemies to lose their visibility.


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