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The overall goal of Project Y3K is to survive the series of waves that are pushing forth invading the player’s “base” area . The player will need to focus on gathering supplies, powering the turrets, and other small tasks during each level. The visual sci-fi horror aesthetic will push the familiar genre into a new direction. While the key moments of gameplay will be the intense moments of stress that the player encounters when under attack from hordes of monsters. When the player is not under attack key gameplay will be spent upgrading the player’s armaments, and fortifications.
The core mechanic within Project Y3K will be actualized through the linear implementation of several different aspects of core gameplay starting with UI and moving into player controls followed by AI. The reason for this is because with the UI finalized while we build the player character all we must do is plug in values and see them represented within real time and as sections get finished they will not have to be altered to fit in the UI code. The AI system will be its own section of referencing the player scripts and the UI without having to reveal values thus allowing for them to be initialized and testable while still building upon the players values without throwing errors. Numbers and waves of AI’s will be a final addition separate to everything thus preventing script jumping. In Project Y3K there are several different aspects of dynamics that can actually be left out while keeping the core gameplay of the pitch. These are little things such as pickups and energy cells to power the turrets can be left for last they will add in diversity and replayability. If any trouble in the core gameplay is experienced, these additional game dynamics can be easily taken away for the ease of development and slowly added in one by one until the launch date.
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