Mid-dev Blog Post

Our team has begun adding assets to the game. Here, each team member will talk about their contributions, as well as any changes they have done to their layout.

Justin Kung

Zone 1 was designed with the intention to lay out the back story and get used to the controls while draw the player into the game. With this in mind, I wanted my section to be short but packed with mechanics of fighting and jumping. I ended up with an easy tutorial that has two run and gun shoot areas that unlock the next level.

I was also in charge of sound effects, and I am disappointed in myself as I had to outsource most of the sound effects and music in the area since the timescale and my lack of experience in making music conflicted with one another.  

Jimmy Liu

I believe I may have misunderstood the initial feedback I received, which led to yet another drastic overhaul of the layout. While in general, the structure is the same—a lower level that leads to an upper level, a bridge section, and a platforming section—all three sections have been vastly expanded upon.

As far as asset contributions go, I have provided the game with all the 3D models present in zones I and II. I also created animations for the robot characters, of which only one animation is currently visible in-game.

Force of Nature thematically features nature vs. technology. Zone I is a nature-y zone and Zone III is primarily technology. My role as the creator of the zone in between these two is to transition between these two themes. In order to achieve this, I tried to transition the textures on the terrain to make them go from primarily grassy to completely barren desert as you go through the level. I also tried to show that life cannot exist near the factory in Zone III by adding more dead/chopped trees as you get closer to the factory.

Going forward, I'll be ironing out the level's layout and continuing the set dressing process.

Alex Kong

Zone III saw the addition of detailing and other art assets. This imposing Factory is tall and geometric, and these characteristics, alongside its color scheme's grays, blues, and oranges, make the structure very much at odds with the surrounding nature. Once the player enters the Factory, they are met with a wide, dark area, lit only by the dim lights lining the walls and the glow from the building's Core. The Core's animated power structure in its center fluctuates wildly, encased within a glass sphere. Perhaps if enough additional power was routed to the Core, the Factory itself could overload...?


I bore the brunt of the scripting and coding responsibilities for this project. I spent a day and a half putting the Factory together and shaping the terrain around Zone III to direct the player's attention to the Factory itself - the rest of my time was spent writing code and debugging to make sure everything worked the way we wanted them to.


I'm pretty proud of the architecture I designed for the game's mechanics and systems. I made great use of singletons, delegates, and events to improve code efficiency, and I sought to make everything as modular as possible with the time I had. The gateways and doors, for instance, all use their own activation scripts, which in turn read from an overarching Door framework that defines common methods and variables that each specific Door would need.

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