Prototyping Week 2 - Is it actually fun?
This week was the last prototyping phase before our sprint review. We wanted to convince our leads that the idea we have in our minds is actually fun when executed inside of unity. So thats what we did!
Combat
At the end of the second and the beginning of our third week, we tried ourselves at making a first rough version of our combat. So we started with whats most important, weapons:
Weapon prototypes
The first version we tried our hands on was a simple projectile weapon with normal rigid bodies as our bullets:
Nerf Gun
We call this the nerf gun. It's a simple implementation, but actually my favorite. Its behaves like a toy gun, which fits the theme of the game.
Projectile Gun
This gun is simple. It is really just the nerf gun with removing the gravity of the projectiles. The actaul most realistic version of a real gun.
Raycast Gun
This version uses a raycast to seek the enemies and deal damage. The debuging in this clip is quite misleading because when the ray finds an enemy it will only draw the line for one frame, which is invisible for the eye.
The Merge
To have a full playable demo we wanted to merge all the necessary parts to have a full level rundown.
We started adding the guns and the movement prototypes to one project and sprinkled some enemies with a relative simple AI on to the scene.
Ok so now we had a playable demo... but there is not much happening. Lets fix this.
The first thing we wanted to achieve is that we have something more intense and give decisions more value. Our idea was to introduce some kind of time limit, but a clock on the top of the screen that counts to zero is kind of lame and uncreative. What is more exciting is a big mob of enemies chasing you around the level and keep you moving, make micro decisions and give some sense of diffuculty.
The character turning yellow is actually part of mechanic. Every character has three lives. Lose one life and you get knocked out for a couple of seconds. Lose all your lifes and you get knocked out without recovery (for now).
This already creates a good dynamic.
Something that would increase this dynamic would be small puzzles or objectives to do to complete the level.
Switches to open a door
Pulling explosives to destructables to destroy them
Everything while a mob of enemies swarms you.
All these mechanics combined to make on demo level. It's already pretty fun if I do say so myself!
Get Two Man Horse
Two Man Horse
Is it a horse? Is it a Pinata filled with candy? It doesn't matter for our crazed horde of sugar fueled party children!
Status | Prototype |
Authors | David_Mes, FrankaIndeherberge, steveverhoeven, FilipLeurs, jordanso |
Genre | Shooter |
More posts
- Two Man Horse is launching!May 26, 2020
- Polish Week 2 - And we have a game!May 13, 2020
- Polish Week 1 - Pipeline switch, enemy adjustments and bug fixingMay 06, 2020
- Production Week 6 - End of production!Apr 29, 2020
- Production Week 5 - The Level, Character Animations, ParticlesApr 22, 2020
- Porduction Week 4 - Animations, AI, Menu and the Veggie GardenMar 31, 2020
- Porduction Week 3 - Interacting, Main Assets and Enemy DesignMar 24, 2020
- Porduction Week 2 - Movement, Items and CharacterMar 18, 2020
- Porduction Week 1 - Production begins!Mar 11, 2020
- Art coming soon!Mar 03, 2020
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