Devlog - Chloe


As part of the pirate game group, I decided we should tackle the gameplay first. I came up with the idea that we can create an AI that moves when the player doesn't look at them for a split screen 2 player game. The visual vibe would follow along the lines of a Star Wars Battlefront II co-op battle scenario. I then documented what programming requirements we need for make the game functional and successful. Additionally, I planned out a general level that is Mos Eisley inspired (level from Battlefront). I used that level as inspiration since it is smaller, but creates a good intensity and pressure on the player through its tight alleys and loops. This should allow the players to try and work around the enemies, while also giving the pressure that the enemies can also sneak up from multiple areas. Then I brought up the question of should there be something to pick up as an objective and force the players across the map? We decided it would be a good idea to have a few objects to collect to force the players around. On the map, the green stick characters are the two players, the blue lines are stairs leading to a higher/lower area, and the pink stars are examples of collectibles. 

I also started to add build points of interest in the level, mainly a large Cuban building near the center to signal a plaza, which allows for some more open room for the players to play in. For now I want to focus on building and asset layouts to create the player paths.

Next I will add...

  • Props
  • Foliage
  • Background city
  • Island background

Files

PlunderGame.zip 514 MB
Oct 10, 2023

Get Plunder

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