

We’re currently pondering about the story and mechanics of introducing a mini boss at the end of each level and at the end of the game.

Once all the beacons have been dealt with you will infiltrate the company headquarters to destroy their network core so they cannot send more robots to the city. When a control beacon is shut down it will weaken the robots as they will not be able to communicate with the company’s network, allowing you to destroy them in some way. As a member of a resistance group it is your job to collect information which will allow you to deactivate a control beacon in each region of the city. The company will activate alternative programming for the robots which will make them aggressive and take control of the city. The game story will center around a large company introducing robots to the city to help citizens, but with ulterior motives. It also gives us more of a plan to work toward and set deadlines as things were being done in a more random and sporadic manner. We are giving the story a little bit more meat which will allow us to push the game in a focused direction and can tailor the mechanics towards that. So going forward we had some design meetings about the direction of the game, particularly about the story and player motive as well as game mechanics. We optimised the collision boxes of buildings so you can go inside doorways or upstairs, but didn’t do the job completely right resulting on citizens taking advantage of it:Īnd we also broke 2000 followers since the last dev blog! To try something a little different we tried to model some buildings that would fit going up slopes so our levels aren’t completely flat, take a look: We have started creating some props to make the streets a little more interesting: To have some variety in our many neon signs we created some material behaviours, so some signs will flicker on and off, some will fade in and out and some will change colours over time: We also experimented with volumetric fog/lighting to get a nice visible spotlight effect from streetlights: We also added a small noise filter over the camera which seems to complement the style. It may not be clear in the video but we slightly altered some post processing to make the neon glow less intense on our eyes. We will address those later.Ĭheck out our progress in this fly over video: We have a few areas that are obviously unfinished, buildings with blank faces on some sides etc. The level is still a little sparse in terms of detail so we are going to start working on smaller decorative props instead of buildings. We have spent most of our time since the last dev blog filling out our new level with buildings so we have no blank spaces. We’ll first cover everything we have done since the last blog and then speak briefly about our plans moving forward.
