Dev Log #3 Production


As most of the core features in our game have already been completed, my tasks in the previous development phase mainly focused on adjusting and fixing the existing game features.

Our game theme revolves around a refugee crisis, then as an FPS game, this inevitably leads to civilian targets appearing in the game. To avoid allowing players to directly attack civilian units in the game, I added additional probes to ensure that players cannot shoot civilians directly when faced with civilian targets. Although this is not a perfect solution to prevent civilian casualties, players may still inadvertently injure civilians at longer distances due to random bullet spread, but I believe we have achieved a balance between gameplay and design intent at this stage.

*Animation and variable control are attributed to Nicholas.* *Using volumetric probes will ensure that players have a hard time accidentally harming specific targets.*

At the same time, I created a trigger box for placing refugees. When the player brings the refugees to the designated location, they should automatically move to a suitable hiding place.These tools all provide a good UI display, which enhances the convenience for designers when setting up scenes.

Another update was made to the spawn point system in the game. In the previous design, we used a mechanism of area triggers. When the player enters a certain area, it will activate placed enemies in the area to engage in combat with the player. It follows the design pattern of many linear FPS games, where encountering enemies means that you are moving in the right direction. However, during the playtest, we found that many players are more prone to getting lost and feeling bored in the game environment, which might be because of a lack of hints and clear direction in level design. Due to the time limit, we change the spawn mechanism and make it work only when players are nearby. It will ensure that players encounter enemies more frequently in the game and will pose more challenges to balancing the game’s difficulty.

*The spawner will only work when the player is nearby and the previous target has died.*

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