Welcome to the devblog for the currently unnamed graduation project that I'm a part of! I've been assigned a team of 9, including myself. The project can later be found on PlaygroundSquad's projects tab, linked here: https://www.playgroundsquad.com/projects/
This blog will have two main purposes:
Serve as a clear and consise devblog that is portfolio-worthy.
Show my contribution to the project for school purposes, which means it'll focus on that for parts of the blog.
The Team
As mentioned we're nine people, 2 designers including myself, 3 programmers, and 4 graphical artists, one of which we already know will leave us for an early internship.
Art
Assessing the team, it looks very strong. On the graphical side we have strong prior knowledge of Unreal Engine, which will be the engine for the project. They are strong at environmental art, props and animation. Characters is not a very strong focus, however the team states that they can flex onto character art if it's needed for the concept. So we'll try to make a concept that uses prop-like enemies. Robots for example, but it's not decided yet.
DesignDesign-wise we have two that are mostly interested in game design. However i have worked with the main environmental artist before as well as level designed the last project a bit, so it might turn out that i focus mainly on level design this time around and let my teammate take game design lead. I will probably take a larger managerial role this project, planning sprints, meetings, making sure everyone has the same vision.
Code
Our programmers are strong at backend, maths and gameplay, which feels like a diverse and strong composition. The weakness would be the lack of experience in Unreal Engine.
The Concept
Genre
FPS wave survival
High Concept
The player's goal is to survive for as long as possible and build the biggest baddest gun imagineable. The game has three objectives as of now.
Try to survive for as many waves as possible by running around the map, kiting enemies and shooting the living crap out of them.
Take control of the currently active upgrade-station, much like king of the hill. There are X amount of upgrade stations on the map. Each round one random upgrade station gets activated that can not be the last one that was active.
Upgrade/customize one of several features of your weapon at the upgrade stations. Each round the player can upgrade/customise 1 of these features.