A New Direction: DigiThreat Deep Dive
DigiThreat is a vast game. It will have many improvements to the classic horde mode formula, as well as new additions and features.
Lets jump right into the core gameplay changes and improvements that are coming, and remember, we are still working on the game, and the specifics of many features will evolve over time.
Key Element: Immersion
A lot of ground will be covered in this post, but it will all center around a common denominator of the DigiThreat gameplay philosophy: Immersion.
Now, immersion can mean many things. For DigiThreat, it spans visuals and sounds, your player's movement, combat situations, how you will shape the environment and vice versa, and how the player will act and react more naturally than before.
Improved Player Movement
Our revamped player move set will affect both how DigiThreat will look and play. The player will be represented in a first person perspective, with the ability to look over the shoulder while running. We were inspired by this mechanic from the game Outlast, and how it it can give the player a greater sense of one's surroundings. Crouching and Jumping will also be possible in the player's movement repertoire.
Enemy Types
DigiThreat will be graced with 3 enemy types, though there will be nothing graceful about the way the enemy will propel themselves at the player. A fast and agile horde will be in the player's face at all immediate avenues, pestering the player with melee attacks. A heavier and beefier juggernaut style character with take more damage to kill, though will be slower in return. They should not be underestimated however, as they also pack a punch, being the highest damaging enemy on the battlefield. This enemy will resemble Call of Duty Modern Warfare 2's Juggernaut in terms of ferocity and tenacity. Finally a ranged attack enemy will be a pesterous vile from afar to the player, meaning frequent movement will be needed to avoid incoming fire.
Artistic Flair
Considering the changing dynamic in our group and losing our artist we worked on the fly to contemplate a new visual inspiration for our game. We took influence from the game Control, from the style of the landscape known as the Astral Plane and the possessed vile enemies such as The Hiss. The resemblance in terms of color, tone and lighting are in retrospective to the movie Ghost in a Shell. The subtle details from the refracting light source to the deep reds and violets, convey the dark and mysterious world we are developing. In terms of overall theme we are approaching for the game, we have set upon a Digital-Cyberpunk-esk feel, much like what is conveyed in the t.v. series Alter Carbon, and the movie Blade Runner.
Sound Design
In the development process of a game, sound design can often be overlooked. In the case of DigiThreat, sound plays a pivotal role in conveying the intense gameplay and landscape on offer.
Thanks for making it through this vast piece - We hope you've got some of your questions answered and that you're as excited as we are for the gameplay innovations DigiThreat will bring.
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More posts
- IT'S TIME!Aug 23, 2020
- Second half, coming up next!Aug 23, 2020
- It's crunch time!Aug 23, 2020
- DigiThreat at the halfway markJul 12, 2020
- The path going forwardJul 12, 2020
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