Devlog 3: Game Design


Hello everyone,

Welcome to our third devlog!

This week we focused on finishing up the documentation and last minute game design finish ups. Everything we talked and brainstorm about got implemented and the game is ready for level designing. We run a bunch of performance tests, to make sure the workflow we settled for will run smoothly.

Character

We recently revised certain aspects of our art bible to ensure it fully captured our creative vision. Additionally, we are thrilled to announce the completion of our character concepts, bringing our imaginative world to life.


RFX

We did a little performance test on the Shuriken and VFX Graph with roughly the same particles and we noticed Shuriken had a bit more frames per second. It's also a lot easier to do collisions in Shuriken if we ever want to implement this in the future.  We also don't really need a lot of complex particles so we decided Shuriken would be the way to go.

Technical

Mechanics

We improved the racing mechanic so that it makes more use of momentum and timing. Now the player has to press a button to apply force, and when timed correctly it increases the momentum of the player. The higher the momentum, the faster the player goes but the more difficult it is to time the buttonpress correctly. 

We also created some sliding and rotating doors which open or close off access to different areas of the map.

We also decided removed the arm functionallity, the player now just have to run over or next to an item to pick it up. All our pickups functionallity are prototyped, and they get destroyed when used.

Performance test

We checked if the decals workflow for shadows will cause any issues. We made a scene with 3.3M tris and tested performance with and without decal shadows for each object. The backlash was only 30 fps (It went from 270 to 240), which gives us still a lot of room to add features. Our scenes will never exceed this amount of triangles.


See you next week for our next devlog!

Get CorporateChaos

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