Designer Blog #5


Programming

For this sprint, we started to wrap up all big features needed for the final game. The first big feature we added was the tutorial at the start of the game. The tutorial was essential to add to better help players understand the game. Due to production time, a natural tutorial that evolves throughout the game was not possible. However, by adding this quick and interactive tutorial players, will be able to understand the core loop without overloading them with too much at the start. 

After this, we implemented our 3D printer mechanic. The 3D printer allows for players to produce resources faster and at the base. It’s meant to help facilitate players with building. It’s also meant to add some sort of progression for players, so that players can feel like they are making progress in their base. This mechanic was going to be possibly scrapped, but we had some extra time for one of our programmers and we wanted to make sure we created as much progression for the player as possible. 

One last main feature we added was having lootable containers spawn randomly in different spawn points. The point of this mechanic is to support several goals. Firstly, this creates variation in the scrap yard open world map. By creating variation, players will be able to have more ways to explore in the scrapyard. Secondly, this mechanic pushes the scanner goggles, which have been having trouble staying relevant to the players. With resources sometimes not spawning, players will need to utilize the scanner to check their surroundings.

Finally, we implemented our animations for switching weapons and for the wrench. This is not only meant to make it more visually immersive for the player, but it also helps create a more satisfactory scavenging feeling. The wrench hitting animation was designed specifically t o make it more fun and have it feel like there’s an impact. Since players will be scavenging a lot throughout the game, we need to make sure that this animation was fun and pleasing for players. Since adding this, player feedback on scavenging fun levels have skyrocketed and most players enjoy the scavenging now. 

3D Models

For the models, we finished up most of the buildable robots. These include the pet rat, the retail and handyman bots. We also finished our sheriff and football player heavy robots. These are crucial to the game since this is what players will be building to make credits. These needed to be visually appealing so that players can enjoy building them. They also needed to look bigger as the tier went up in order to justify the larger amounts of resources needed and to justify the higher credit pay. 



Next, we added some more props for the workshop, including a calendar, can of soda, a mug, chair and a couch. These are needed to help create a more immersive world and more immersive workshop. The workshop needs to feel like the player Lumen not only works at this workshop, but she also lives here. We also need these props to make the players feel more at home whenever they visit the workshop. Since the player will be here consistently it needs to feel right for players.



Finally, we  modeled our robot drop-off and our 3D printer. The drop off is where players sell their robots and make their credit, so it needs to look clear to the player that this is where to go for that. Finally, the 3D printer needed to look like an advanced 3D printer capable of producing any resources.




Animation

For the animations, we added animations for the rouge bots. These animations give life to the rogue bot enemy. This was essential since we want the enemies the player fights feel more alive and interactive. Overall, it helps create a more immersive world for the players to explore.

Level Design 

For the level design, we set up Lumen’s Workshop and the first section to be explored. Lumens Workshop was placed up high and in the back intentionally. We wanted to isolate the workshop from the scrapyard to create a separation between the both. Players should feel safe and away from conflict when in the base. 

For the first section, we needed to make sure it was simple enough for players to get a general lay of how the scrapyard will work, but also interesting enough so that it’s not boring for the players. Despite being a smaller area, players can have many interactions here. We made sure to add some combat, some scavenging, some exploration and some platforming. Slowly teaching players the basics of all the scrapyard features. 

Finally, we added our skybox and basic lighting. These help create the immersive world that we are trying to create for the player.

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