DAVID LINDER SYSTEMS DESIGNER

Role:

Sole Creator

 

Assigned Tasks:

-Program

-Game Design

-Narrative Design

-Art

-Music

No Home

The character decides what he/she wants to do/become after a deep space excursion goes horribly wrong stranding the character in an unknown part of the universe. The game will be complete when the player reaches the pinnacle of one of the paths or finds a way to return back to earth.

Breakdown

Modular Script, Item Pickups:

Allows for artist to drag and drop meshes and materials to rapidly iterate on game design.

 

Allows for game designers to modify player affecting attributes based on the artwork inputed.

 

Set up for instancing for even more refined game objects.

Modular Script, Elevator:

Allows for game designers to create access channels between levels/floors.

Modular Script, Continuous Damage:

Allows for game designers to place damage volumes with a particle system with continuous damage to the player.

Story Element (Console):

Creates a branching part of the story when interacted with.

Modular Script, Continuous Damage:

Allows for game designers to place doors between rooms.

Modular Script, Lighting:

Allows for artists to place lights with the same or similar attribues and edit them all from a single script rather than individually.

Player Character:

Contains everything from picking up items, dropping items, reference to inventory interactions, and health system.

UI:

Shows the player their current health, energy, mood, inventory (comes on screen only when inventory button is pushed), inventory item usability, and current focus point for the player character. This allows for a get of all actions an item has and adds it to the actions menu. It also displays story notifications, shows current name of pickup items, and available interactions.

Spline for meshes:

This is a spline script to allow artist to drop a mesh in and create wires, tubes, vents, and other repeatable elongated objects to reduce memory size.