EGGS/Francisco - weekly post 3


This week we created our player focus group and made the design document for the game.
We also spent some time Claudio who might become our writer to get to know him and explain the game.
We've met with Alan and seen his work, gave feedback and gave him direction on what to work next.

We also talked about ways to solve one of the flaws with the origin game, the system, when deciding players to send to pvp rooms, needed to queue up players before they finished the level, but if one of the players died, the other player would have to wait for the dead player to resurrect, clear the first room, and then battle him. It was annoying for both players. One would be bored waiting for someone to come, the other would have an unfair fight vs a player that was potentially almost finishing the game. The solution we are currently pursuing is having a never ending corridor the player can walk, and  it has a chance to spawn items and upgrades while waiting for allies to finish their game. If the players gets stuck waiting, at least he won't fall too behind on upgrades, and if a player dies we can just put a normal room at the end of the corridor.

Finally, we made the decision to move from the "Aliens are forcing us to play the game, and we have to focus on clearing the game so we can survive" to "we are playing the game voluntarily because we want to earn the rewards that the game show will give". The idea is still in it's infant state, and it's mostly unexplored besides that this direction will allow us to make different playable characters available, with different cosmetic designs and different backstories (gameplay wise they are the same). 

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