Week 3: Production sprint 1


Hi all,

This week we still had a little bit of prototyping to do before we could start production.

Prototype

Our first prototype level still needed some work. Mainly concerning our level layout, which makes a significant impact on our gameplay. We had the mechanics, but we didn't have a clear idea of how those mechanics would shine best. If our ghost can phase through walls to scare people or has to figure out escape routes to get away from the ghosthunters busting onto the scene, where will those walls be and what will those escape routes look like?

So taking those questions into consideration we set to designing a good layout. Room layout, hallway shape, and with the inclusion of a closet: hiding spots! All the things that would be essential to our gameplay experience.

The images below showcases the layout we came up with. We put the NPCs in their spot, threw a ghost hunter into their room of despair and gently placed down a closet for testing our new hiding mechanic.

Overall, this gave a much better idea of how our game would work and what could be expected of the finished product.



Production Week 1

After all of that, it was finally time.

By which we mean time to throw our prototype into the garbage, condemn it to hell for all eternity and take what we learned from it to implement in what will become our final game. RIP prototype, we hardly knew you.

Now we have fresh new things such as: rooms with walls, roaming NPCs, the beginning of our 3D models and cool tileable textures! All very exciting things you have probably never seen before. We know you're all in awe and so are we!

Even so much so that we are happy to announce something very near and dear to our hearts. Another new addition to our weekly devlogs: a ghost pun of the week!



Ghost pun of the week:

What room in your house are you least likely to find a ghost in?

The living room.

Get BOO-YA!

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