The core concept of the game involves the player venturing out into an open environment to combat enemies and accruing resources over time. The player is constrained by a day night cycle in which they combat enemies during the day, and return to the hub instance at night to make decisions on items and gear to acquire.
- Seth Tal
- Zack Johnson
- Brennan Holmes
- Seth Tal
- Player Controller
- Camera Controller
- Zack Johnson
- Player Controller
- Enemy Controller
- Playtest Environment
- Brennan Holmes
- Character Models and Animations
- Player Controller
- Seth Tal
- Refined player movement
- Implemented attack functionality
- Updated enemy AI
- Zack Johnson
- Backend for shop system
- Default UI layout/design
- Implemented health and stamina bars
- Brennan Holmes
- Modelled/rigged all visual assets
- Animated player and enemies
- Wrote Ladder script
- Seth Tal
- Managed working game systems
- Tweaked various CS files
- Improved performance for WebGL
- Helped design new backend systems for item management/player progression
- Zack Johnson
- Designed/implemented a Global Instance to maintain data between scenes
- Designed/implemented backend and frontend for shop system
- Brennan Holmes
- Designed/implemented all environment and item assets
- Revamped camera system
- Seth Tal
- Added enemies two the tundra and desert biomes
- Created UI elements for the score and money systems and helped implement them
- Added post-processing effects to each of the scenes
- Zack Johnson
- Created and implemented the intro and game over screens
- Designed and implemented the score system and money system
- Added music and sfx
- Brennan Holmes
- Designed/rigged/animated two new enemy models
- Designed two new weapon models