BForBoss (Pending an official name) is pitched as a single player first person shooter with parkour elements and big boss fights. The focus of this game is for players to solve puzzles to progress through the level. The will have the ability to parkour through the map and fight enemies with their arsenal of weapons.
The inspiration for this game are from wellknown IPs such as - Destiny, TitanFall and Shadow of the Colossus.
Perigon Games have been iterating through the project milestones and polishing the main pillars, making sure our mechanics are fun and smooth.
Our scope of this game is to create a vertical slice that covers 3 Levels including 1 final boss.
Parkour is one of the main pillar for BForBoss. It is important that this movement mechanic is plays well, feels fun and easy to learn and adapt to.
To make sure this is well implemented and designed, we first created a time trial race course with a leaderboard for everyone for our team to internally compete in. This allows us to have an incentive to test different routes, exploit the mechanics as much as possible, and find possible edge cases that we can fix or keep in mind when designing our maps.
After a few months, we were able to succesfully generate a build demo for external users to try and give feedback, and once again iterate over the issues found.
Gunplay is another main pillar for BForBoss. It is important that the weapons feel powerful in the hands of the player.
For definition of done for milestone 2 we implemented another time trial racecourse, however this time, it will contain simple enemy targets. The goal is to understand how it would feel to use the weapons in conjunction with the parkour movement.
The mechanic itself was straightforward to implement, however in conjunction with the parkour system, it has introduced some unseen issues on both pillars. The next steps for Perigon Games is to then iterate and improve over these issues in MileStone 3, where we will experiment a bit more on some new pillars, and fix the issues found in MileStone 2.
The goal of milestone 3 was to create realistic scenarios of how players would interact with the world
The team created a sandbox arena map with spawning AI in the genre of wave based gameplay, where the player would try and survive as many waves as possible.
This gives us insight on balance and playability between the parkour and gunplay mechanics. As long as players were able to utilize / mix and match these mechanics smoothly within a sandbox arena map, we would consider that as a success in building the 2 main pillars.
The goal of milestone 4 was to create a proof of concept for what the team wants as a final vertical slice: a large boss with puzzles connected to the boss in some shape or form.
The team designed a simple boss with some straightforward puzzles that are all connected to each other while still focusing on the core pillar of parkour. The player must parkour around the map, jumping through hoops to lower the boss's shield, then shoot at the boss until its health is depleted.
We also had a shift in mechanics and pillars to focus more on the parkour element by designing an energy system. Whenever the player parkours, such as wall running, dashing, sliding, they would gain energy. However, shooting would use up their energy.
We wanted everything to be tied to this energy system to encourage more parkour.