First Enemies


This week we focused on nailing down our setting and design centered around a mid 1990s office. This includes honing in on weapon mechanics and styles for our player, and the enemy classes and objects to fight. Our first enemy we began implementation on is the coffee bot, which will run at the player and attempt to do damage by exploding. The design decision was made to prevent the player from returning to locked portions of the map, and a “locked door” mechanic was implemented. We have begun to build a narrative hook for our game, but it is still in infancy.

One specific discussion around weapons centered on durability. We already have ammunition as a knob to tweak our tempo in game, however we are tossing around the idea of weapon durability. Weapons would not break, contrary to games like Breath of the Wild, and instead would potentially lose accuracy as they decrease in durability, and become unusable when depleted. Players would be able to replenish a weapon’s durability by obtaining pickups throughout the levels, such as a battery for an automatic staple gun. The other option we are considering is having no durability, and instead having upgrades, either temporary or permanent, for the weapons.

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