Deadeye Gold: Designer Blog: 3


Howdy Everybody!

This is Cameron Smith, Game Designer on Deadeye Desperado. Without further adieu i will jump into our progress from Sprint 3, and what i was trying to focus on this sprint.

2D:

The main thing i was focused on in 2D land this time around was the new UI elements we have coming in. We have UI for the upgrades menu, as well as new UI for the main game itself.


I wanted to make sure both of these UI elements were readable and well spaced. The upgrades menu hinges on two upgrade materials, Ore and Crystals. The ore will upgrade the player, and the Crystals  the Pistol. We will have four tiers for each upgrade, so we have backplates for each one. Stone, Copper, Silver and Gold.

I was focused on many things for the in game UI, the main things being the collectables in the top right for upgrades, the new bandolier and speed reloader tracker in the bottom right, and the new health, armor and deadeye bars at the top. We had objective trackers already, so those will be staying the same and resting at the top right of the screen.

3D:

For 3D we had a ton of great small assets get finished, as well as our new player model which includes arms and legs for the player to view. We also had some great progress on our new gun model, though there are still some tweaks to be made on that front.



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Programming:

On the programming front we got a good amount done as well.  Programmers continued work on the bandolier system and the save system. In addition we have the functionality for a new enemy, the balloon enemy, getting along well.


This enemy floats high above the player, shooting at them from above.  The enemy moves by teleporting around the room when the player is out of it's sight or range.

In additon i personally got functionality for the two new bullets, shock and void, working quite well along with new VFX for them

LD:

Lastly, on the level design front we got a ton done. Our new tutorial zone is fully operational, showing off core mechanics in a quick and concise room before throwing the player into the next area.


We also got a new blast area created to allow the player to have some fun with the combat. 



These were certainly my main goals this time around, as i wanted the player to be able to run through the tutorial and one level for our playtest. Unfortunately due to build bugs this didnt quite work out, but either way i'm happy with the progress

That is it for Sprint 3! Look forward to Sprint 4 Designer Blog in the coming weeks!

-Cameron Smith

Get Deadeye Desperado

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