Not much has happened this week design wise due to our Fall Break being the majority of this sprint. I went home with my good old Chromebook which sadly can’t run Unreal. I gave my docs a quick look through while at home and made a few changes where they were needed.
At our Sprint planning meeting this week we realized that we needed to give the Acts and Greed their distinct roles and fast. Moving forward we are going to try and morph Greed into the giant monstrosity that uses melee and short range attacks, that way it has to get close to its destructible target. Greed however does need escape options, as our game is a bit cat and mouse like (If the mouse was on steroids I guess). We also are beginning to rework the way players become Greed. At the start of the match players must rush to the center of the map to unleash greed from a pedestal, whoever touches it first becomes Greed. Once greed is last hit that player will receive some sort of bonus (we aren’t sure if we want it to be points or something else yet, but this is why we have QA). Then the spirit of Greed will fly to a random pedestal in the map and players must race there. The player who was just greed will have less movement buffs on them right after being Greed so it will be tough for them to become Greed a second time in a row. This allows for more player strategy and planning when it comes to turning into Greed.
Dustin also began a ReadTheDocs for us this week, this serves as our master document its a combination of a Game Design Doc (GDD), a Technical Design Doc (TDD), and an Art Pipeline. The goal of this is to make sure anyone on the team is able to read about how anything works in case they get stuck and nobody is available to help them. Dustin has made a few sections of it already, but along with getting more in engine (aside from my GAS work last week) this next week I will be writing a few sections in this as well.
The link to our ReadTheDocs can be found here!