DevLog 3


Finally we have completed A.I.R. Borne!

It took a long time coming and many nights of rough debugging, but it is now in a releasable state.

We have kept to the core idea that the game revolves around  the player having to be airborne to shoot their gun. This means  that the level design had to have that in mind while being mapped out. A vertical centric design was a must with a lot of open area to let the player jump around to their heart's content. Of course, jumping isn't the only method to become airborne... We added bouncepads to enable larger and more focused leaps to new heights. Different colors represent differing strengths of bounciness. 

(Attached  screenshots include a look around the map from  the Menu Screen)

There was also a need to add a variety piece, which comes in the form of powerups. These powerups are scattered around the map and allow the player to obtain a slight edge on the battlefield. While advantageous, the powerups are not the "end all be all" of the mechanic and will require strategizing to milk them  for all their worth.

Thank you for sticking with us while we developed this game!

PLEASE ATTEND THE FLORIDA POLYTECHNIC GAME EXPO ON APRIL 23, 2022.  WE WILL HAVE A 4 PLAYER SET UP TO ALLOW FOR FACE TO FACE COMPETITION. 

HOPE TO SEE YOU THERE!

Get A.I.R. Borne

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