Devlog - Week of Feb. 7
Adrenarun » Devlog
Hello everyone, this is our second devlog. We've been busy writing up a design document that talks about the general splashes of our game as well as some of the detail we've ideated over the past week. In the process, we've settled on a great deal of our game, both in terms of theme/story and mechanics.
In broad strokes, here are some of the major topics we've settled on:
- Progression via power ups instead of experience and levels. Some specific power ups have already been thought up.
- Enemies and their behaviors.
- Core dynamics- what we want the players to experience.
- A development timeline with a breakdown of tasks by week.
- General level design and overarching story.
If you'd like to read more on the details of the above, see our design document!
A few notable situations or lessons learned over the week:
- We were gravitating towards our first level being separated into quadrants with their own theme (cityscape, forest, etc.), but this was shot down as we thought about scope and the overarching theme we were looking to adopt- nature reclaimed cyberpunk. Having meetings with 10 people causes a lot of drift in direction.
- A lesson we learned sort of follows from the previous situation- we need to have someone put their foot down and be assertive to ensure that the team remains on track. Many meetings devolved into idea soup, and we rehashed ideas we already settled on before.
- One thing that we did well was to keep scope in mind. Scope was a constant debate and we feel good about what we've outlined in our design document to complete.
Until next week!
- Sirkular
Files
Adrenarun Design Document.pdf 17 MB
Feb 13, 2022
Get Adrenarun
Adrenarun
A roguelike where the speed of the game depends on your health bar.
Status | In development |
Authors | azhu, Sirkular, MaXeraph, Toe-Knee-Y, ikeia |
Genre | Shooter |
Languages | English |
Accessibility | Interactive tutorial |
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