Grimoire Update: Prototype Deep Dive
Hey folks, today we want to give you a more in-depth update on the prototype. Last time we spoke, we were exploring the mechanics for the Ray of Retribution. After several tests, we identified that the “beam”, as we call it internally, lacked the skill expression we were looking for, providing no real challenge to learn and that was no fun. So, we decided to take a step back and challenge our assumptions. Does the beam need to come from the Killer itself? The answer was no. So, we pivoted to a new mechanic: The Pillar of Punishment (placeholder name). The idea is that the Killer triggers a powerful pillar of divine energy that shoots down from above, moves through walls (at least for now) and increase its speed overtime. What is also cool is that you, as the Killer, will be able to control it. We have many details to lock in still…how fast it moves, how long does it last, etc., but we’re excited to see how promising the concept is. Here is the doodle our designer created to explain the concept: After getting the sign-off from our Creative Director, it was time to work on the prototype. Our Design Team discussed the concept with the Programming Team, who broke the concept down into smaller pieces. The first step was to create a basic projectile (think Hatchets, Axes, UVX...etc.) and adjust its size, shape, material and gravity. [carousel][/carousel]Then we worked on making sure that the pillars were always spawning upright and were not influenced by player camera. We also explored snapping the pillar base to the ground as it moves along. [carousel][/carousel]Next was to get the pillar moving through collisions and define the impact on its speed…does it need to slow down while doing so? Does the quantity of obstacles impact the speed? [carousel][/carousel]And finally, we added Sin and injury functionality. Upon contact with Survivors, it’ll first apply Sin before being able to damage. [carousel][/carousel]Along with the Trigger mechanic that launches the projectile in a straight line. [carousel][/carousel]We worked alongside other teams to help us get the prototype ready for the playtest. The VFX team provided the temporary visual for the pillar, and the audio team provided the feedback sound effect (SFX). We played the new prototype internally and received positive feedback from other developers. Next step is to playtest this version with our consultants and players from the player squad and determine if we have reached our goals of increasing depth and skill expression. That’s it for today. We will keep you posted in our next update! Grimm, out
Hey folks, today we want to give you a more in-depth update on the prototype.
Last time we spoke, we were exploring the mechanics for the Ray of Retribution. After several tests, we identified that the “beam”, as we call it internally, lacked the skill expression we were looking for, providing no real challenge to learn and that was no fun.
So, we decided to take a step back and challenge our assumptions. Does the beam need to come from the Killer itself? The answer was no. So, we pivoted to a new mechanic: The Pillar of Punishment (placeholder name).
The idea is that the Killer triggers a powerful pillar of divine energy that shoots down from above, moves through walls (at least for now) and increase its speed overtime. What is also cool is that you, as the Killer, will be able to control it. 
We have many details to lock in still…how fast it moves, how long does it last, etc., but we’re excited to see how promising the concept is.
Here is the doodle our designer created to explain the concept: 
After getting the sign-off from our Creative Director, it was time to work on the prototype. Our Design Team discussed the concept with the Programming Team, who broke the concept down into smaller pieces.
The first step was to create a basic projectile (think Hatchets, Axes, UVX...etc.) and adjust its size, shape, material and gravity.
[carousel]

[/carousel]
Then we worked on making sure that the pillars were always spawning upright and were not influenced by player camera. We also explored snapping the pillar base to the ground as it moves along. [carousel]
[/carousel]
Next was to get the pillar moving through collisions and define the impact on its speed…does it need to slow down while doing so? Does the quantity of obstacles impact the speed?
[carousel]


[/carousel]
And finally, we added Sin and injury functionality. Upon contact with Survivors, it’ll first apply Sin before being able to damage. [carousel]

[/carousel]
Along with the Trigger mechanic that launches the projectile in a straight line.
[carousel]
[/carousel]
We worked alongside other teams to help us get the prototype ready for the playtest. The VFX team provided the temporary visual for the pillar, and the audio team provided the feedback sound effect (SFX).
We played the new prototype internally and received positive feedback from other developers.
Next step is to playtest this version with our consultants and players from the player squad and determine if we have reached our goals of increasing depth and skill expression.
That’s it for today. We will keep you posted in our next update!
Grimm, out
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