Development Log #4 ~Art/Audio Update!

Welcome back Captain,
This week we have been busy on implementing a lot of art and perfecting the image of our game. We hope you enjoy the following and look forward to hearing feedback.

Our first player ship. This will be the ship you use to pilot around the galaxy we have created. The colors are still a debate but for now we are content with it.

This is the space background for our current space sector. It is part of a parallax background which means different layers will move at different speeds based on the player. We hope that this will give the feeling of wanting to explore the game not only horizontal, but vertical! (Although this is not possible)

Our first finished piece of environment concept art, this was used as the baseline for the room we would have to finish for our vertical slice.

Credits: Kim de Graaf

Our first 3D environment! There will be a few more days of iterations before we deliver it, but it won’t drastically change. They style is clear and the motivation is ever higher!

An animation video of our current animations and character. These will be updated and refined but for now these work well.

We are working with Wellcooked Audio to set the tone and feel of the game through music and sound effects. We started off with a list of reference tracks ranging from sci-fi classics, surfer rock to orchestral epic scores. Give it a listen at Out of Space Radio playlist on spotify: LINK

After a lot of back and forth, Wellcooked created the following combat track meant to play while engaging in on-foot combat.: 1.01 track We were getting closer to the combining all the elements that we wanted. For our next iteration we focused on modifications to the synth to make it more appropriate to the time period, as well as removing any aspects that would take you out of the setting like the more complex drum patterns. This is where we are now:

Dungeon track v1.01
DungeonFilter v1.02

We have made a community discord as well as a youtube, twitter and other social media accounts. You can find the full list on our about page.

Have a good flight,
DoubleDoorGames team

Development Log #3 ~Action Time

Greetings Captain,

For our vertical slice design-wise we aim to deliver a fun, challenging and engaging experience of players boarding a ship, navigating through its rooms accompanied by your squad whilst facing off against the enemy crew. Creating that gameplay starts by creating a barebones loop working for combat: Enemy can shoot the player, player can get damaged, player can die, player respawns and tries again. Now we have players and enemies fighting against each other. The only issue was: It’s not fun or engaging!

Our solution to this is on one end creating a meaningful challenge for the player and on the other end providing the player with varying meaningful solutions. Meaningful challenge is something we’re delivering with the enemies. Our initial basic enemy was clearly not doing a good job of trying to kill the player. We’re in the process of making it more aggressive, have it move around more, and communicating clearly to the player when it is going to take an action.

In addition to that, a new sniper enemy was developed that made use of our Ability system. Whilst the ability system would mainly be used to have the player obtain abilities by having them be assigned to their crew members, the functionality of our abilities allowed us to easily apply different behaviors to enemies as well. The sniper would be equipped with a piercing bullet, which could shoot straight through the player onto his other squad members. Area of effect damage is incredibly dangerous to the player and their squad. This way, the sniper with its high projectile speed offered quite a punishment for those players that couldn’t evade or defend against the shot. This also encouraged players to prioritize taking out the sniper enemy over the basic enemy.

Enhancements to the level by means of environmental hazards and cover offered additional challenged and solutions to the player. Environmental Hazards encouraged players to have to be more aware of their pathing inside a room, influencing player positioning. Cover allowed players to use their positioning to get to a more advantageous defensive position. Whilst it not being majorly important with the currently provided enemy challenge, the pillars in the level already greatly influence player movement and make navigating and fighting in the rooms a lot more interesting.

More tweaks are being made in these final weeks of pre-production, and week after week we are seeing our vertical slice growing more and more fun.

signing off,
Adriaan Scheepers,