Gameplay Mechanics

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We have had a couple of confusing weeks contemplating on which out of several different ways to continue our project.

The original plan was to start implementing the story.

ConceptArt05 How ever, we decided to make an arena with hoards of enemies spawning in waves first. The idea is to use the time to perfect the game mechanics first and then go step by step implementing new things as we progress. When the mechanics and dynamics of the gameplay feels perfect we will start to implement the story and a new level.

ConceptArt03 Everybody in the group agreed that this was the best MVP for our long time goal; release a game demo including the story of the game and polished mechanics next spring. For every sprint we can publish new features and get feedback and collect data from our audience as we work. Every sprint is two weeks. The first sprint we will only have the basic movement features which is moving in all directions and jump. To this there will be a floor with white boxes to navigate around. For the other sprints we release tweaks on the movement based on feedback, combat systems, new enemies and spells incrementally. The finished product will be an arena in which you can fight the enemies (except the boss and a new character). This is a good way of trying the dynamics of the movement, combat systems, spells and the enemy AIs so that we can tweak it even further to perfect the game. We aim at release of the final version including all said features the 18 of December.