October 2nd Devlog - Evan



I'm Evan Alexander, and my primary role for Silver Bullet is to plan and program the levels, and to design and program the UI. 

Prior to this devlog, I've designed a very rough UI sketch that fits the general premise of the game's context. As more features get planned and implemented, this design will naturally change, but the general theme will stay the same. 

The hand writing is incredibly messy, so I intend to clean it up by my next Dev Log.

To explain everything, I wanted to include the most basic elements of our game - The weapon (or power-up selected) and the small circle menu that lets players seamlessly switch between the power-ups were designed as such to simply showcase what the player is currently using. The EKG and EEG bars are designed to fit the medical theme - the EKG keeps track of how much health the player has, and the EEG will either serve as a mana bar equivalent for skills, or to tie into a mechanic the Silver Bullet team is still discussing. Finally, there is a timer and attempts counter to help the player keep track of the real world time spent in a session playing a level, and how many attempts they are on for the level.


Today, I have started designing a level layout that accounts for all the hopes I have for this project. This test level aims to not just be something that showcases what players can expect in this game, but also to act as a sandbox where I can experiment with implementing new ideas as the Silver Bullet team thinks of them.

At the time of writing this, my progress consists of creating a basic platforming level with basic environmental hazards that reacts to both the player and their enemies, and how I can design intentional shortcuts that utilize those stage hazards.

That's all I have to write for the time being. 

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