Systems and mechaincs for Sprint 1 (Marin)


Hello, this is another post by the Technical Director, Marin.

Most of this first sprint has been dedicated to making sure that the GitHub works and that the engineers have started creating the basis for the multiple systems and mechanics "City of Abominations" has.

The engineers have begun creating the basis for the following systems during the first sprint:

  • Player & Camera movement
  • Karma*
  • Bloodlust*
  • Spawner

*focusing solely on the UI aspects

While not completed as of writing, the engineers have started work on the following systems for the second sprint:

  • Shadow controls
  • Dialog system
  • Procedural generation

As of now, technical development has proceeded relatively smoothly, with all eyes keeping close watch of any hiccups between Unity and GitHub.  During the second sprint, we plan on cleaning up some of the code from the first, namely to make the game more efficient and allow for better modularization.

Get City of Abominations (2021)

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