Introduction and Planning
Welcome to Doom Shrooms! We are
the development team behind Force of Nature, a third-person hack-and-slash game
that tasks you, the player, with protecting nature from an invasive force of
robots.
What is Force of Nature?
The beauty of nature is in its
wilderness. Nature is like art – genuine when expanded upon through its
original materials, but spoiled when elements of a different theme are added to
it. Just as art has its curators, nature needs its guardians. You, dear player,
are one of these guardians. Extraterrestrial creatures of metal
have somehow found their way to your planet, and have established several
footholds across the planet’s surface. You have been tasked by the Spirit of
Nature to clear one of these footholds…with your trusty plant weapons.
Meet the Team
Justin Kung
I'm the team's narrative and sound designer. My purpose is to make sure this game sound as good as it plays. I play a part in designing the game's theme and aesthetics with Alex and Jimmy.
Alex Kong
I'm the team's scripter, programmer, and writer-on-the-side. I'm responsible for crafting the mechanics and systems that make the game work - the game's core functions. I write code for Unity to make integration of our various systems (as well as my job overall) just a little bit easier, and to ensure that we encounter as few bugs as possible. I design the game's theme and features alongside Justin and Jimmy, and I also help manage and organize this blog.
Jimmy Liu
I'm the team's art lead. While the team will discuss art direction together, the final decision rests in my hands. I'll also be handling making our 3D models as well as animating them; for any models that we need outsourced, I will be determining which are a good fit for our game.
I'm the team's art lead. While the team will discuss art direction together, the final decision rests in my hands. I'll also be handling making our 3D models as well as animating them; for any models that we need outsourced, I will be determining which are a good fit for our game.
Our current project backlog. We use Trello to keep track of our tasks.
Force of Nature is currently set in one area, divided into three "zones". Above is a rough sketch of our decided level layout. Zone I, the Heart of the Forest, acts as a semi-tutorial area, giving the player a small amount of enemies to face in a semi-linear area. Zone II, the Desolation, is the destroyed area of the Forest close to the hostile Factory. This area is more arena-like, pitting the player against several waves of enemies they must eliminate in order to find the Factory key. Once this key has been obtained, the player can then move to Zone III, the Factory; in this final area, the player must defeat a boss in order to complete the level. This area is spacious overall, but props and pillars give the player opportunities for cover, while the Factory high ramp gives the player a useful vantage point.
We will post updates when we reach important milestones. Look forward to the next update!


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