Shadowstalker Log (11/5/2012-11/11/2012)
What was Planned:
-Refining enemy AI
-Creating more interactable objects
-New level assets and a new level overall
-Refining character movement and control.
What was Accomplished:
-More enemy variety is being planned and a potential enemy idea (Hammer-wielding enemy) is in development.
-More interactable objects have been created and are being worked on. These include a falling boulder and rising platforms.
-A tutorial level has been designed and the current level has been redesigned to take better advantage of the ninja’s abilities.
-Character control has been tightened and refined. The ninja can now run swiftly, wall-climbing is more intuitive, and sliding can be done while running. A prototype of the ‘Gain speed while running’ is currently implemented.
The biggest takeaway however is that we have decided what type of context and setting our game is in. It is planned to be set in a time period resembling ancient Japan. Within this context, we plan to design our enemies, levels, and level objects based on this setting.
What’s Next:
Further development. More levels have been planned, new interactable objects are being made, and a greater enemy variety is in development. The character will be designed for more polish.
In addition, Shadowstalker will now be working to incorporate polish assets.
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