A Renewed Schedule
Now that school has begun, we at Divide By Zero Studios have made some serious plans in regards to our upcoming game, Vector Storm. The three-member team had a recent meeting to discuss certain issues that are to be dealt with. The following list includes some of the things we’ve discussed:
Waves -A wave system that implements a value system. The plan composes of two parts: First, enemies will be assigned a certain value with stronger enemies having higher values. Then each level will have a limit number that will restrain how many enemies will appear; the higher the number, the more enemies that will be on screen. Secondly, each level will have a strength cap. That is, a number is assigned to each level. Every enemy that spawns must have a value less than or equal to the cap. This prevents ,for example, a mini-boss from spawning too early.
Animations – We’ve begun implementing Adobe After Effects for some of the more complex animations. Currently, a death animation is in development that will be played when an enemy is destroyed. We are avoiding a fiery explosion, settling rather for a pixel aesthetic that we agreed appropriately complements the game design of Vector Storm. Here’s a screenshot previewing the effect:
Trailer – Plans for a teaser trailer have been initiated. It is incredibly simple, yet should pique the interest of our audience. It will contain live action, but for very brief moments at the start and end of the trailer. The teaser will ultimately comprise of game play footage, which is still being decided on. The exact scheme and content of the teaser will not be discussed here in content, for discrete reasons.
These were some of the more major plans for the game. The studio is planning for a subsequent meeting in the near future to continue of discussion about the architecture of the game.
Stay updated!
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