Devlog 4: Still, prototyping
Dev
This week’s focus has been on playtesting, with major improvements to level design, enemy AI, and overall gameplay balance.
We've got a new blockout with refined level design. Players must now choose between longer, safer routes or risky shortcuts filled with traps, adding more strategic depth.
We've made a proper enemy ai which roams the level instead of phasing through everything. Enemy now prioritize targets based on both distance and collected load, so that they are more incentivized to chase after the high value players.
As a place holder, the round start when a player touch the pink block in the center, starting the round timer. At the end of the round, the scores of each player are displayed. The player 1, 2, 3 and 4 each have the color red, magenta, yellow and green for the time being, just to distinct them.
Some quality of life changes:
- Trap placement limit added to prevent spam and encourage strategic use of traps by the imposter.
- Collision fixes for smoother movement and interactions.
- Carrying more load slows players down, making weight management more important.
- Challenging and life threatening enemies made the game much more engaging.
Art
On the Artist side we spend most of the week planning the first production sprint and started on the Blockout for the Player Character and the Traps.


Files
Get [Group30]ToxicTeamwork!
[Group30]ToxicTeamwork!
Status | Prototype |
Authors | marsd, Davs27, Dimana_Radeva, AbyssMuffin, Toto.cie |
More posts
- Devlog 6: More production!!!5 days ago
- Devlog 5: Production!!!!33 days ago
- Devlog 3: Still prototyping47 days ago
- Devlog 2: Prototyping54 days ago
- Devlog 1: Research62 days ago
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