EGGS/Francisco - Week 2


We talked amongst ourselves about adding different weapons that drop by defeating monsters / progressing levels and that get stronger base stats the higher the level it dropped to encourage players to use different weapons in a single run but with care as to not punishing them too hard if they don't like the weapon spawn and prefer to keep the one with fewer stats because they like it more. This week we committed to that direction, and I've decided to do the low fidelity prototype in digital format. We already have a good vision of what the core game looks like because of the past work, and what I feel it's important to prototype are  NPC enemies and playable characters with different weapons. These kinds of things aren't easily prototyped in paper and even if we managed to prototype a real time combat game in paper it would not be as helpful, it would not capture the most important part of the combat, how does it feel to play.

Doing the prototyping in digital format will make the workload harder for the next weeks but easier for the next prototyping goal because we will already have a base.
This week I've been trying to free my schedule for the next weeks, so I can prototype without falling behind on other courses but still found some time to sketch out some enemies move sets and some weapon move sets.
We also have a new team member, Alan, he will work as a game artist.
This week we scheduled some time with the full team to present the game to Alan and get acquainted. From that meeting we've also decided that the most important thing to get designs and concept art for, at this moment, are the NPC enemies and Alan already proposed some cool designs.

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