Devlog #1 - Project Watcher



# What kind of game do we want to make?

// For now we are prototyping. But our main inspirations come from Serious Sam games (a lot of shooting) and Doom (enemies / world design - but we do not plan to make a “retro” shooter).

# Core gameplay mechanics

# Movement

// Fast and responsive movement. The standard movement set - jump, crouch, and sprint. In the feature, we also plan on adding a kick ability.

# Guns

// Player will be able to find new guns as the game progress. The game will use stacked inventory, so the player will be able to switch to every gun that he already found.

// Currently we have around 15 types of guns and we plan to add them over time. In the prototype there will be three weapons available:

Quick shotgun:

Assault rifle:

Rifle:

// Throughout the levels we will hide additional attachments for specific guns. Extended magazines, alternative fire modes, etc.

// Guns will use physical bullets, different spray patterns, shot frequency, etc.

// Player will be able to reload his guns.

// We are also thinking about adding additional “powers” to the guns. For example, the assault rifle will be able to shoot exploding bullets. But we are still unsure if we will add this feature.

// Player will be also able to pick up temporal power-ups like higher damage, faster movement, and short invincible.

# Combat

// Fast and responsive.

// Enemies will be able to attack the player with great numbers. They will be able to spawn in a variety of places. This way we want to implement an element of surprise in our game. Two examples from the prototype:

// Enemies hidden inside the containers:


// Enemies spawning on top of the environment models:

// We want the player to actually feel the “gun play”. For that we want to add:

- “Punchy” gun sounds.

- Proper gun and camera feedback.

- Enemies hit sounds.

- Enemies hit reaction.

- Hit markers.

Here is a small example from our prototype:

# Enemies

// We plan on adding a variety of enemies to our game. We want them to supplement each other. For example smaller, fast melee enemies will act as a support for bigger and slower ones.

// Here are some examples which you will be able to find in the prototype:

Assault rifle / shotgun enemy type:

Fast melee enemy:

Enemy shooting small bombs:

Big melee enemy:

Enemy throwing big explosives, which will explode on impact (with the player) or after a set amount of time:

// We are also planning on adding bigger enemies (like for example mechs), stationary guns, and smaller spaceships that will attack from above.

# Game goals

// Golas in our game will be simplified. In selected areas, the player will be required to kill a set amount of enemies to unlock level progress. One example from the prototype:

// This container will be closed until the player kills enemies that have spawned in the area:


// Throughout the levels we will also add buttons / levers which player needs to use to open another section.

# World events

// To extend the “element of surprise” in our game, we want to add different world events. One example would be a mech robot destroying the wall and entering combat.

# Health management

// Standard health and armor pickups.

# Level design

// Large areas mixed with narrow corridors.

// Small additional areas where the Player will be able to find weapons upgrades.

// Hidden secrets.

# What is our initial goal?

First, we want to prepare a prototype, which we will publish on itch.io. After gathering feedback from players and adding fixes, we will put the demo on Steam. From then on we will want to prepare one full chapter and release the game in early access. However, it's hard for us to give any specific dates right now.

# Where can you find us?

Here on itch.io or on Twitter:

https://twitter.com/watcherfpp

Get PROJECT WATCHER

Leave a comment

Log in with itch.io to leave a comment.