Design Team Sprint 6 Week 1



Aden

I’ve spent this week diving headfirst into worldbuilding for the game, and it all started with a simple goal: figure out why the derelict station even exists. That led me to create a full lore document, beginning with the Omnivium, once a secretive Ligray research megastructure disguised as a mining hub, now a shattered zoo-prison turned alien nest. From there, the narrative spiraled outward: the tragedy of the Ligray’s experiments on “Specimen Zero,” the birth of the Ossiarian hivemind, and how their relentless evolution transformed the station into a living crucible. I also fleshed out the player’s role as a hardened, silent bounty hunter who becomes partially bonded to the parasite rather than consumed by it. What started as a few scattered ideas quickly became a foundational lore pass, giving me a clearer sense of the game’s tone, threats, and the strange, broken world the player is about to step into.  I have also begun to playtest the game as a whole to make sure the game can be played start to finish, and while that is not quite the case yet the majority of the game is now fully playable


Cole

This weekend was spent trying to see what meshes, if any, needed to be optimized for the sake of gameplay ease as well as some minor playtesting.

What this amounted to was finding landscape areas that, while being barely visible on most machines, were amounting to an extra 2 million tris. The models were then optimized and brought down to roughly 5k / mesh.


QOL Playtesting Notes:

Tutorials broken, only displaying white background and minimal text (pictures in discord already)

No indicator of when the stim pack is ready to be used.

How does the player remove their mutation??

Jaedon

This week I worked on:, adding the unlocking doors to level, (had to create new blue prints in order to do this) Player can no longer progress unless they use the puzzle. Moved the Zub 1  so that the intro dialogue can play, hid checkpoints and disabled their collision so player does not get stuck, added a light to a key area for visibility. Repositioned Zub 2 so that the player is more likely to hit them. Made it so that doors to the power room will close and lock so that the player is unable to return to this section once they get the grapple.


Playtesting:

  • The new doors will need to be added to the saving system since once the player respawns, the doors return to their starting position.
  • Being able to do damage on enemies seems inconsistent, please add vfx or a sound so the player knows contact happened
  • Shot gun does nothing, there is no sound, no line traces, no vfx, the enemies do not seem to flinch or take any damage,
  • Enemies still *freeze* after the player hits them enough.
  • In the room with the vibration lock, there are 3 enemies that the player has no choice but to fight(if they do the puzzle the enemies will hear them). However this task is impossible since the balance of mutation and health works against the players ability to fight. Using shotgun  or sword will increase mutation and take health, however when the player heals this gets rid of all mutation, meaning they are unable to fight. There is no reasonable way to gain enough mutation to fight back, this in unfun, we need to fix this. Possible solutions:
    • Make a locking door, the player has to lure the enemies out of the room and lock the door behind them. How do we make it obvious the player has to do this, (lets just record a voiceline or something)
    • Add a Mutation Pickup that increases mutation, Player can now heal then has to get the mutation pickup to use the sword + shotgun. These will be placed around the room and activate when the player touches them, they will respawn after a period of time.
    • Add a health pickup that also limits the max mutation, this allows the player to save their health pack for later. These will be placed around the room and activate when the player touches them, they will respawn after a period of time.Make the Shotgun actually one shot the little bad guys so the cost of mutation is worth the risk. 
    • Change it so that Instead of reducing health, full mutation makes you more vulnerable to damage.
    • Give the player a button to  manually increase mutation, right now this is a debug key, make this part of the game. Right now the only way this fight can work is if we use the cheat key.
  • Change the way the sword does damage, right now it feels like a line trace, make this a box trace or a collision test from the sword itself. The player should not have to precision aim their sword, it should just hit anything in front of them.
  • The player has issues hitting enemies when they jump, it is possible that the enemy animation does not match the hitbox. 
  • Please add a “makeplayerlookupinator” to the area above the  place you get the noise lure
  • Please add a wall to the left of the floating platform in the dam room, (to the right there are enemies, to the left there is an empty open space, fill this
  • Add “makeThePlayerLooKUpinators” to the hallway with the green grapple blocks that lead from the dam to the sewer area.

Emmanuel

I placed the tutorial spaces around the map level where I believe there should be tutorials. The places I added them are at the very start explaining the base controls, on the abilities to explain how the newly unlocked abilities work, by the first biolock door (we may need to figure out a way to destroy or label two tutorial spaces of the same type to allow tutorials in two different areas in case the player gets to a different one first. That way they always see the tutorial the first time but won’t see it a second time), and another one right by the first enemies on the level. The tutorial zone by the first enemies in the Dam shows the walk or run tutorial. This is intentional for now as I’m waiting for the programmers to make additions to the tutorial data table to include a tutorial for sneak kills. I’ve made a list of tutorials the player may need that the programmers and artists are able to see. I’ve also deleted the kill floor right in front of the Echo Lure unlock.

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