Production dev Blog 4
Hello everyone, welcome back to Production Blog 4 for 'Steel Spector'. My name is Daniel Lee, and I am the producer of this game. Steel Spector is a fast-paced first-person shooter developed for PC. One of the key features of the game is the ability for players to hack into and take control of enemy bodies, thereby swapping weapons and abilities. In this Sprint 4, our primary goals were to upgrade the hacking system, implement the Stagger System, and address bug fixes. A secondary objective was to create the remaining environmental models and props needed for the game. We appreciate you taking a look at our work based on these objectives.
3D Model
Since Sprint 2, the Body Types have been completed, along with the creation of their textures, finalizing all Body Types. Upon completing the Body Types, the textures and modeling for the types of weapons, such as Rifles and Shotguns, were also finished. In addition, models related to the subway environment were created. The modeler crafted Train Tracks and Subway Carts, enabling players to follow the Train Tracks and step onto the positioned Subway Carts to escape the subway station. Additionally, various environmental objects like balconies, tables, and chairs were made to ensure that the subway station doesn't appear too barren.
Level Design/VFX
Angel made significant revisions to the tutorial level and Level 1 based on feedback that there were too many platforms, gathered from playtest results and professors' comments. Angel redesigned the level's annotated map, removing many jump platforms to reduce the platformer feel and enhance the Mech FPS experience, adding more barricades to provide players with places to hide during combat. After receiving this feedback, the Blockout for Level_1 was recreated to facilitate the placement of models to be implemented in the next Sprint.

In addition to level design work, Angel created various particle effects to produce impressive VFX. These included effects for Bullet Firing, GodRay, Hacking, Healing, and Dash, as well as various particle effects related to different objects. Bullet, God Ray, and Healing effects were designed to enhance the combat visuals related to the player's guns and enemies. Hacking and Dash effects were tied to player skills, creating a rapid movement sensation for Dash and displaying green translucent numbers temporarily in the player's field of vision upon successful hacking, thus enriching the gameplay experience with immersive player effects.
Programming
In this Sprint, Dylan performed outstanding work in developing and updating the character's hacking system, healing cells, and the overall game UI. Following discussions with the Lead Designer last Sprint, we decided to enrich the Hacking System. Consequently, Dylan developed a mechanism whereby if a player receives damage during hacking, the hack is canceled. Additionally, if a player has inflicted damage on an enemy during the hacking process, the damage will still apply even after the hacking is completed. He also added a system where the Dash ability includes a cooldown, necessitating careful use based on the player's body type, visible through a UI Dash Icon above the HP bar. Furthermore, Dylan introduced additional ways for players to regenerate HP through Healing Cells, enabling quick health recovery when hacking is not an option. He also made the game more strategic by enabling players to continually see an enemy's HP on a bar above their heads after being shot, showing how much damage has been inflicted. Lastly, he included a Selection UI for choosing Body Types, allowing players to decide how to start the game.



Chase implemented a Stagger System that causes enemies to pause when they receive significant damage, a crucial feature as the hacking system in Steel Spector is a powerful ability, but enemies constantly attack the player. We thought it appropriate to reward players with the ability to stop enemies by inflicting damage, thus adding the Stagger System. Following this implementation, he fixed bugs related to object pulling and the shotgun. Lastly, he worked on various features, including a mechanism where enemies drop healing cells when defeated.
Animation


Animator Keana has created several motion animations for the Heavy Body Type, following the completion of rigging. Keana developed basic movements for Idle states, moving forward, backward, and sideways, as well as animations for combat using guns. This work has enriched the Heavy Type enemies in Steel Spector with diverse movements. Dominick has rigged the Light and Medium Body Types, enabling animations for these types to be implemented in future developments as well, not just the Heavy.
2D Art
In the previous Sprint, as we had already created most of the skill icons and UI images, we decided to create visuals that would give Level 1 a Cyberpunk city feel. To achieve this, we produced various graffiti artworks and planned to apply them as decals on the walls once Level 1 was completed. Additionally, we added decals of oil and blood, remnants of battles fought by robots, to other wall decorations to enhance the map’s realistic Cyberpunk ambiance.
Sprint Overview
In Sprint 4, I distributed a total of 200 points' worth of tasks to the team members, of which 85 points were resolved. Our current Ideal Velocity is 64.4, and our Actual Velocity stands at 76.5. While we only resolved 85 points out of the 200 assigned, this was due to clear guidance received from professors' feedback, which clarified what we needed to focus on. Midway through Sprint 4, based on this feedback, I assigned more tasks to the team members, which is why many points remained unresolved due to the addition of these tasks. This feedback helped us clearly understand our priorities for this Sprint. Therefore, for Sprint 5, we are aiming to create environmental elements and related props and buildings to produce a perfect build for the electronic prototype.
Get Steel Specter
Steel Specter
A Boomer Shooter for where the player can hack into and possess enemy bodies
Status | In development |
Author | CAGD |
Genre | Action, Shooter |
Tags | Arcade, Fast-Paced, FPS, Indie, Low-poly, No AI, Sci-fi, Singleplayer |
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