Alright! We’re on-track and still moving forward, so here’s some specific updates of the current game:
Level Design –
We currently have the “paper version” of the first (only) level ready to go. We’re going to focus very simply on only a handful the features that we’d like to implement, and so for this prototype, we’re going to focus on pits, spinners, walls, and conveyors.
Christian has done an excellent job here, and is currently working on the physical assets for the level, and animating them to better show off the time-manipulation mechanic (to show the environment slowing and speeding up).
Combat and Navigation –
Chris has really been putting rubber to the road, fleshing out the combat system. The focus has truly been to create a system that exemplifies how truly terrible little Percy is at combat, while at the same time, providing useful enough tools to allow the option to continue to be viable. Currently, Percy can attack vertically to damage its way forward with a singular attack, while the horizontal attack is more of a “space maker” attack, allowing Percy to back approaching enemies away from him to give him room to react.
As well, the time manipulation mechanic is working, at least against the enemies that we’ve introduced. The player is able to slow down enemies to attack them from different angles, and can speed them up. We have run into a small snag, however, because when the time speeds up, all the enemies immediately rush at the player, which kind of negates the whole reason to use the mechanic. We’re working on it.
Models and Animations
Jeff has really gotten down to work, putting the models together and prepping them for animation. Repurposing models from another project, he’s currently breaking the pieces down so that we can utilize them properly, to get animations for Chris’ combat engine. As well, both Jeff and Christian are working on concept designs to better aim for a final, cohesive style.
We’re doing well, and hope to continue this trend as we move closer to the final presentation date.