Devlog - Week of Jan. 31


Hey everyone, an introduction and some progress updates on what's going on during our early stages of development of Adrenarun --

We want to make Adrenarun a game where you're encouraged to balance the risk-reward of progressing through the levels fast for better rewards or making use of the ability to slow down the game to handle how hectic the game eventually gets. A focus for us is to make the character's movement controllable and fluid, no matter the speed.

At the moment, we just published our Tech Proof-of-Concept, which has a bunch of basic mechanics we think we need to iterate on and refine the most. This includes major aspects like our character movement, shooting, enemy spawn rate, and time slow down. Hopefully, it already looks like it could be a unique experience. (fingers crossed!)

A couple of ideas we've settled on over meetings during this week -

- Our setting is going to be a futuristic environment overrun by nature

- We'll be looking closely at our weapon's projectile speed as well as modifications we can make to it

- Enemy weak spots is an interesting concept we'd like to explore

- We'll be starting with an open setting with waves of enemies that spawn and seeing where we can go from there

We've split up tasks between members of the team, and are beginning early development as of this week. A testing environment is underway, and we have basic concept art in progress and are all getting together to work on Level Design.

A mashup of some references:

Our base:


Until next week!

-Andy

Files

Adrenarun Creative Brief.pdf 47 kB
Feb 03, 2022
Adrenarun Pitch Deck.pptx 12 MB
Feb 03, 2022

Get Adrenarun

Leave a comment

Log in with itch.io to leave a comment.