Weekly Devlog #3a - Week 10 (devlog by NickJW001)


devlog by NickJW001

Level Development

Level Floor Plan

A basic floor plan for the level #1 map was produced (Figure 1). It was designed to move the player in the right direction by presenting  impossible challenges  for the player to overcome on some paths. On progression of the level the player would find upgrades such as a jumping upgrade which would allow them to reach a different part of the map which was impossible to reach before. 

Map of Level 1

Figure 1

Team feedback suggested changing the "gun damage/fire rate".  This change would mean that the player starts off with no gun, possibly only with a melee attack. If not, the player would just have to dodge and run away from the enemy till they have the upgrade to attack. This change  may mean adding in fewer enemies in the beginning of the map to make the path to the jumping upgrade survivable and most of all, fun. Additional levels can be made taking into consideration the time available before game launch.

3D Level Modelling

The walls of the level shown above in Figure 1, will consist mainly of what is shown below in Figures 2 & 3. 

Wall Element (Normal)

Figure 2

Wall Element (Disrepair)

Figure 3

Character Behaviour Changes

As far a the player character's health is concerned, and since the payer character is a robot repairing and upgrading itself, health could be considered like a battery. Reflected in the UI, the health value would decrease when the character is damaged. The character would also slow down in their movement with the reduction of their energy which would make it very hard to progress without sufficient upgrades. When enemies are killed, the player can regain their energy. 

Enemy Design 

"Guard"

Junked's ranged enemy has now been modelled. It features a gun for a head  and moves on a wheel like the player character. They will attack the player when they get within a specified range.

Guard (Animated)

Figure 4

Guard

Figure 5

Get Junked

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