This project is currently under development. The team consists of Design, Art and Programming residing in various loacations (hybrid work mode). We are using Agile methodology to manage our team, the tool for that is Trello. We are using Perforce for version control.
Game Design and Project Management
2024 - ongoing
**The game follows a story of a mining ship crewman/woman aboard a damaged/invaded mining spaceship in deep space. As they navigate through the ship, uncovering fragments of their memory and clues about their situation, they must survive against a hostile alien presence, discover and protect the stolen unlawful data (alien control program) and ultimately escape using an emergency capsule.
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The game is currently under development, the team is working on producing a finished and testable prototype within the next months.
The art used in the background and for the project’s thumbnail is concept art of the main character classes, created by one of our artists Nil Koç - it is used here after obtaining consent from her side.
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In this project I am working as: Project Manager, Creative Lead.
Below you can access the current state of the Game Design Document for the game. It contains all the essential, up-to-date information about the game and its design. The document is maintained and updated mainly by me and a colleague designer working with me on the project.
To access the document click on the embedded link.
https://docs.google.com/document/d/1q-zEyZEOTrnUHf_o2CRN07qtyEW890h9cD3p3QqiU_Y/edit?usp=sharing
Health and Shields System
Since the game tries to establish a tense feeling for the player, I tried to design the health system with that in mind in terms of the combat encounters. During combat, the player will always sustain some kind of damage, whether it be to either type of shields, health or everything combined. To balance that, health and shield automatically regenerate outside of fight. However, when the player health drops below a certain percentage, they sustain Fresh Traumas - which act like temporary debuffs for the player statistics until they heal it. But, not healing Fresh Traumas in time, results in them turning into Old Traumas - permanent character debuffs, impossible to remove.
Below a diagram depicting this system.
