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Writer's pictureDaniel Henshaw

[22/03/2022] Movement Shooter Devlog | Week 1 | Our Introduction


Script:

[Intro] - Dan

Hey, my name is Dan from Insignia Interactive and with my friend James we are developing our last project through college.


[Intro] - James

Welcome to the first devlog where we will take you on a journey over the next 10 weeks making this huge project. We have been planning and developing this game for around 2 weeks now and would like to show you all the projects plan & development so far. This project is huge for us as it will determine our final grade and because of this, we decided to end our college life with a bang and push ourselves to the extreme.


[Target Audience & Market Analysis] - Dan

We started by creating a plan and researching existing products with similar mechanics and graphics styles. As well as this we ran a survey that was sent around to different demographics allowing us to get a better idea of our target audience. We gained some insightful information from this survey which allowed us to develop our plan to a fuller extent.


[Idea] - James

We aim to create a movement shooter, featuring both multiplayer and singleplayer modes. The game will include a large range of weapons, maps, and movement mechanics to keep the gameplay as interesting as possible. We’re aiming to keep the gameplay as fast-paced as possible while still making the game accessible for new players. The multiplayer will be a competitive, intense mode with a high skill ceiling for those willing to learn mechanics. Our singleplayer will offer an equally fast-paced experience but will be less competitive and appeal to those looking for a more casual side of the game.


[Game features] - Dan

As James has already mentioned we will be featuring multiplayer and singleplayer modes. Withing the multiplayer mode we wish to include different classes, gamemodes, and power-ups. Throughout this week I have been developing a working multiplayer system using Photon Engine. This system currently includes a login/registration menu as well as creating and joining lobbies. I’ve also worked on a player movement system that includes wallrunning and animations. Throughout the next couple of weeks, I will be working on weapons using inverse kinematics and a class system/weapon pickup system. I will also eventually need to work on AI for the singleplayer mode.


[Level design] - James

My levels will be designed with high mobility in mind. I want multiple floors to encourage vertical movement, and I will be trying to blend between large open spaces, and enclosed corridors to keep the levels from becoming stagnant or repetitive. I also want to allow people to make the most of any mechanics the game includes, whether that is wall-running, dashes, double jumping, or something else entirely, so the levels will all be designed with this in mind.


[Outro] - James

We’re only around two weeks into the development of this game which is why the clips you see look fairly plain right now. We’ll be working on the game consistently until the project submission deadline on the 20th of May and posting a devlog every week until then. If you found this video I hope you stick around to follow the development process and maybe offer some feedback as we work on the game. Our social media will be linked in the description if you’d like to look further into our work.



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