DigiThreat at the halfway mark
In only a few days DigiThreat will reach its first major milestone in the development process. A beta build of the game will be released as of next week showcasing what we have been working on for the past 6 weeks.
A big implementation has been made since we last posted regarding the player character. A complete overhaul has been made in terms of character movement feel, now with added the ability to crouch, jump and sprint. Along with these changes, players now wield a replica weapon model that fires, reloads and aims just as you expect it to. In-turn a new damage model has been implemented to complement these changes.
Considering the player has a limited amount of health and ammo, we believed it was a suitable addition to add pickups for the aforementioned requirements to keep the player replenished during battle. These pickups can be found scattered randomly throughout the game world.
A whole host of quality of life improvements have been added recently to make the game feel more complete at its current state. Both a start and game over menu has been created, so on completing the level the user has both the option to replay or to quit the game. There have also been more visual cues implemented for guidance on progression throughout the level by using projective text.
Sound is a huge factor that up until now has been completely overlooked. From day one immersion has been a key cornerstone for the overall look and feel of what we wanted DigiThreat to be, so in-response we researched into sounds to implement for multiple facets of the gameplay. A few areas consist of AI attacking and movement, the player firing their weapon, footsteps from different radii being played back to the user and overall background noise in the form of music.
With the aforementioned beta release inbound, the biggest critical aspect of work being made on the game recently has come in the form of polish. As with any game bugs are always going to become present, and we made it our goal to squash the biggest game breaking bugs in-order to have the best possible gameplay experience available at this point in development.
Stay tuned for our next post over the next few days, which will be in relation to our beta build of DigiThreat.
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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
- The path going forwardJul 12, 2020
- A New Direction: DigiThreat Deep DiveJun 23, 2020
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