Devlog #2: Pre-Alpha
Overview
This sprint we mainly focused on two aspects of NoRail: Levels/Level Design and Buffs. Of course, there were other things as well, but we’ll address those at the end!
Levels
We have continued the conceptualization and began the implementation of the levels. Level Design is split up into two sections: Station Levels and Train Levels
Station Levels
For the Station Level, we focused on the layout and how it will function in the game. From a design perspective, the Station itself does not change, but what the player has access to does. For example, a wing or level will be blocked by rubble, preventing the player from access. This allows us to only create one level, and then have some cosmetic differences. Loot spawns will also be randomized.
Block out of the Station Level
Train Levels
Regarding the Train Levels, the design functions more similarly to other roguelike games. Rooms will be pre-made. There will be some simple cosmetic changes to add variety, however. We have several encounter types, including waves, timed survival, and defeating all the enemies. These can also be randomized depending on the room.
We also began on the block out and lighting. The goal is for these levels to feel intimidating, which is demonstrated by how the lighting dramatically affects the perception of the room
Buffs
While general weapons and buffs had already been designed, we are now able to start that implementation process. Additionally, we created UI to be used in conjunction with Buff Selection. Of course, we will eventually need to work on balancing, but for now this is enough to get an idea.
Additionally, below you will see the various buffs in action:
Miscellaneous
Production
Created a Project Roadmap
LLC and Bank Account Formation
Documentation (Assets, Sound Logo, etc.)
Behind the Scenes Work
We started on “pick ups,” including VFX for things you can pick up and the backend work
Player Death and Spawning
Music and Sound
We’ve started to hone in on what we want the sound to be for the game. As atmosphere is important, we want as much “Diegetic” audio as possible. We will break this a little bit to experiment with combat music to see if it adds to the experience. General sound references include Halo and Dead Space.
For music, we want music to play over speakers. Our main reference will be “Frutiger.”