Production Blog 1


Hello everyone and welcome to the Parasitic Studios page! My name is Dylan Levy-Gantt and I am the producer on Parasitic, a game for our Game Design 495 course. Throughout the development of this title I will be doing routine logs that keep track and highlight serious progress on the direction of the game during our 2 week sprints. I am really excited to share the beginning of this process and I'm grateful to everyone on the team. Let's start!

PROGRAMMING

First off we have our amazing programmers! Ryan Dangerfield, Chase O'Connor, Jeremy Casada. These guys have been amazing and I'm going to show off their solid start to the game below. 

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To start off any game right, you need a class map that clearly lists out all necessary variables that will impact your player. Above is that class map that is shared between player and enemy. This foundation is crucial to having a guiding light in production because when you know all the variables that a player will need to manipulate, everything falls in line in and no time is wasted on things that won't make the cut. Super proud of Chase for a solid start. 

Next up we have Ryan. Ryan was in charge of getting the characters their mechanics and it's coming along very nicely. Above you will see the culmination of many different tasks assigned. Long story short our players are fully able to be selected, you can clearly see their distance of movement, you can see where the player will go, and you can see the movement first hand. Overall amazing stuff and this will be a huge help moving forward because it is the baseline of our player movement.


Next up we have Jeremy with the amazing camera movement code that will be the way our player will maneuver around the map and get close to the action. For defining how the player will see the map, we took reference and inspiration from Diablo, Torchlight, XCOM, and many other bird eye view games that make great use of the camera to emphasise the most important things on screen. Great stuff.


Jeremy was also in charge of getting the "fog of war" mechanic to work as shown above. In Parasitic, the player will travel to hidden locations that will be uncovered by walking near to it so this is a great start. For fog of war mechanics, we took inspiration from League of Legends and similar games that hide certain assets in the fog so that the player will end up walking to it and highlighting the area.

MODELING

Our modelers, Brandon Uenaka and Devin Spencer are in charge of creating the assets that make up the characters we play as and the surrounding area assets that give the game the tone we need.  Can't wait to show off their amazing work below.


Devin had a great start to the production process sending out fantastic models that represent two of our characters very well. This is our knight and our mage models that the player will eventually use to control and defeat enemies. This direction of the low poly realm was intentional because it allows a speedy process with a great overall art style. 

 We even got a shield slam animation too! Really cool.

Above is Brandon's assets compared to the size of the player. Brandon made fantastic models that will eventually populate a lot of our levels with miscellaneous scenery that just adds to the feeling that players have come before our own and have perished. This first sprint was amazing for our modeling department because we were able to get that art style together before anything else. This gives a huge guiding light for the direction of the art and game as a whole.

ART 

Knight concept art

Archer concept art

Mage concept art

Overall really clean stuff from our art team on this one. Having concepts done of each of the characters you can play as is a great start. From the models you can clearly see the direction we chose from the knight and mage and we can't be more thankful of the team for their amazing pieces. 

That wraps up sprint 1 and we are off to a great start. The foundation of the level design is laid out and will take a huge important role in sprint 2 because we can finally start piecing the game together! Thanks to all and we'll see you next time!

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