Devlog #4: Refining Systems and Redesigning Themes in MechVania
Welcome back to the MechVania devlog series! This is Devlog #4, and I’ve been hard at work refining and evolving various elements of the game to make it feel more immersive, balanced, and dynamic. This devlog will walk you through the adjustments I’ve made to the movement system, the overall theme, map scaling, and enemy designs. Plus, I’ll share my new streamlined workflow for game development moving forward. Let's dive into what’s new!
1. Movement System Enhancements
One of the biggest changes in this update is to the movement system. Movement is a core part of MechVania, so I’ve been making careful tweaks to improve its fluidity and responsiveness.
- Slide Mechanic Adjustment: The sliding mechanic has been slightly reworked for smoother control. You can now press and hold the left control button to slide. It’s a small change, but it allows for more control during fast-paced moments and lets you chain slides more naturally while navigating tight spaces or dodging enemies.
- Coyote Time: I’ve added a feature known as Coyote Time, which provides a small grace period where the player can still jump after stepping off a ledge. This addition makes movement feel more forgiving and gives players more time to execute platforming maneuvers. These enhancements add to the fluidity of movement and ensure the gameplay feels smooth and responsive even during challenging sequences.
2. Theme Overhaul
The game’s setting has received a complete overhaul, especially in the tutorial level.
- New Tutorial Location: MechVania still takes place within an industrial factory environment, but now players start off in the Scrap Area, located at the very bottom of the factory. This change introduces a gritty, immersive tone from the very start, emphasizing a sense of abandonment and danger within the factory’s depths.
The new setting enhances the mood, drawing players into a grim world that feels cohesive with the game’s themes of decay, rust, and forgotten machinery. It’s not just about aesthetics; this new environment sets the stage for MechVania’s story and the challenges players will face as they ascend through the factory.
3. Revamping Map Designs with New Scaling Methods
I’ve also reworked map designs to fix issues with scale and create more immersive environments.
- Fixing Scale Issues: In earlier builds, I realized that the scale for many objects and spaces felt off. This made the environments challenging to navigate and took away from the immersive experience I wanted to create.
- Learning from Thomas Brush: Recently, I watched a live video by Thomas Brush, who shared some amazing methods for efficient map design. Inspired by his techniques, I’ve started using a faster, more accurate way to scale the maps.
- Faster and More Accurate Map Creation: Thanks to these new methods, I can now create maps faster and with precise scaling. Each space now feels naturally proportioned, which enhances player immersion and improves the overall flow within levels.
This new approach to map design means MechVania will have smoother gameplay and environments that feel balanced and cohesive, drawing players deeper into the game’s world.
4. Enemy Redesigns
Enemies in MechVania have also been given significant updates, with new designs that reflect the game’s gritty atmosphere and add unique challenges.
- Rusted Soldier (Melee Enemy): The Rusted Soldier is a relic of a bygone era—a pre-war war machine now rusted and forgotten. Standing at 6 meters tall (just two meters taller than the player), this single-armed behemoth charges forward with intense speed, delivering powerful melee attacks. Though it’s old and worn, the Rusted Soldier is a dangerous opponent that can quickly overwhelm players with close-range attacks.
- Rusted Ranger (Ranged Enemy): This 4-meter-tall enemy is known as the Rusted Ranger, another pre-era machine that keeps its distance while attacking. The Ranger is equipped with a shotgun-like blaster mounted on its right arm, capable of firing rapid bursts in succession. It maneuvers strategically, retreating when the player gets too close, forcing players to stay sharp and plan their approach.
- Scraped Charger (Charging Enemy): The Scraped Charger is the ultimate juggernaut in MechVania, measuring in at a formidable 8 meters tall. It sports a gatling gun on one side, and rusted steel rods replace the drill it once wielded. Parts of the Charger have been scavenged and repurposed, giving it a patched, war-torn appearance. When it charges, this bulky machine can deal massive damage, making it a significant threat to players who don’t act quickly.
These redesigned enemies create a dynamic range of challenges, each with its own style of attack and personality, contributing to a more engaging gameplay experience.
5. New Workflow for Future Game Development
Going forward, I’m adopting a new workflow to bring my game ideas to life more efficiently. Here’s the plan:
- Prototyping for Speed: I’ll be focusing on creating base or demo versions for new game ideas to test concepts quickly. By starting with a simple foundation, I can see what works and what doesn’t before fully committing to a project.
- Iterate Fast, Move On: This approach will allow me to avoid spending too long on any single prototype, giving me the freedom to experiment and bring new ideas to life without getting bogged down in perfectionism.
- Community Feedback: I’ll be uploading these early demos to share them with the community and gather feedback. This will help me gauge interest, refine ideas, and decide which concepts to develop further.
- Focusing on Flexibility: This new workflow keeps development fun and flexible, making it easier to switch between projects and allowing creativity to flow freely without the pressure of finalizing everything in early stages.
Conclusion
That wraps up Devlog #4! This update covered the reworked movement system, a fresh theme overhaul, revamped map design methods, and new enemy designs, as well as my streamlined workflow for future game development. Thank you for following along as MechVania evolves! Stay tuned for more updates, and as always, your feedback is invaluable as we keep building and refining this experience.
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MechVania
Status | In development |
Author | MattJ |
Genre | Shooter, Action |
Tags | 3D, Bullet Hell, First-Person, Low-poly, Mechs, Shoot 'Em Up, Singleplayer, Unity |
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