Week3-Design values
This week I just kept working on my previous project. I spend substantial amount of time to developing the melee system, focusing on implementing the punching mechanic for enemy interaction. This involved designing hit detection, animation blending, and impact feedback to ensure responsive and satisfying combat. The system allows the player to deliver punches that register accurately on enemies, triggering appropriate reactions and damage calculations. Optimization and testing were integral throughout the process to maintain smooth gameplay and consistency across different enemy types (not really done yet).
Goal: My personal goal is to create a game that offers players a genuine sense of accomplishment. I want the story to resonate deeply, allowing players to feel emotionally connected as they progress. At the same time, the gameplay should be engaging and enjoyable, striking a balance between meaningful narrative and entertaining mechanics. Ultimately, I hope players not only feel proud of their achievements but also find genuine fun throughout their experience.
Emotions: Amidst the cold expanse of space, a war rages—one that few ever imagined, yet its consequences are painfully real. Families torn apart, cities reduced to rubble, and lives extinguished in the blink of an eye. it's a shattering of hope, a relentless storm of loss and despair. This is not just a war; it is a shared sorrow that weighs heavy on every soul caught in its wake.
Theme: I just want to give the audience a sense of what is happening through some subtle clues or a mission report that they can discover either at the very beginning of the mission or during its progress. This way, I won’t be directly telling them the story but rather allowing them to piece it together on their own.
Point of view: The player won’t immediately understand what is truly happening during the war; rather, they must gradually piece together the underlying truth by carefully exploring their surroundings and uncovering hidden clues through thoughtful discovery.
Perception: The game is going to be developed using a 2.5D approach, which combines a 3D environment with 2D characters. Therefore, all objects other than the buildings and terrain will be represented using 2D sprites.
Context: I believe the audience is likely composed of some old-school mecha anime fans. Therefore, it is reasonable to assume they share a strong enthusiasm and passion for mecha-related works, just as I do.
Inspiration: I’m a huge fan of robots and mecha, including those featured in anime, TV shows, movies, and games. Many works have inspired me throughout the years, such as Pacific Rim, Super Robot Wars, the Gundam series, and others. These stories and designs fuel my creativity and passion for this genre.