Sorry for the late posting, but thank you all for joining me on our third week of working on our capstone team project. Be prepared because there's a lot to catch up on, but I'm basically just going to lay out what has been done thus far, as far as programming goes.
OVERVIEW:
Our game would be classified as a stealth style game. The stealth mechanics will be based off light and sound. We wanted to go for a few others, but were recommended to focus on these two for now.
There will most likely be one monster in the level which the player needs to avoid in order to complete puzzles and open the door to the next level. Having only one monster could easily change, but there will only be one actual active monster at a time, per level.
PROGRAMMING:
There are no actual systems in place yet, we are still in the middle of prototyping, but I can atleast go over the mechanics we are planning on working with.
Last week, we got nailed on scope, so we managed to cut a bunch of things out. We may still have to cut back on certain mechanics, but it's looking much better.
The first thing I will go over are the player mechanics. So far, we have tested a bunch and gotten rid of a few. The first cut was the grappling hook. This mechanic was done, but we decided that it wouldn't fit for the style of game we are going for.
Other mechanics, that have not been cut, include sight jacking (where the player is able to take on the view of a monster or other npc), a very basic stealth mechanic so far (light and sound dont matter, we're just going off point of view for now using a cone for their vision), picking up and throwing objects (enemies get stunned for a few seconds when hit), and slowing down time.
So far, everything is going fairly smoothly; it's a little frustrating not working with systems quite yet because my code architecture is horrific, but that will all get fixed once we iron out which mechanics we're actually using that way I won't have to rebuild whole systems, only simple mechanics.
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