Design Post - Shadow Mechanic Part One


Hello, and thank you for reading the first system design post for City of Abominations! I'm Dillon Lane, and along with my colleague and fellow system designer Eric Cho, we'll be discussing various mechanics and design choices being made behind the scenes for the game.

The first thing we will be discussing is our protagonist's ability to manipulate their own shadow in order to aid them in combat. In this post specifically, we will highlight the Sleep ability.

The Sleep ability allows the player to force civilians who are within the player's shadow to fall asleep, keeping them in one place and removing them as a variable in combat scenarios. Effective use of this ability allows the player to have a bit more control over the battle area - and lessen the chance of innocents being caught in the crossfire.

Thank you for reading! These logs will be uploaded regularly, with a variety of topics to discuss, from world and level design, to art and coding.

Be sure to stay tuned for more info on City of Abominations!

Get City of Abominations (2021)

Leave a comment

Log in with itch.io to leave a comment.