Overview (Ian) (10-16-2020)


I'm Ian! I'm the last third of the development team for GRVTY and I'll be in charge of the art and visual assets. I think this project is really exciting and the stuff we've come up with so far is really promising for a cool final product.

Jackson and Noah detailed the memory areas and the first half of our main layout in their posts, so I'll go ahead and describe the second half of our main layout. After the player has completed the room where they need to break through a wall to access a button, they'll reach the second memory, which will unlock their pull ability. For a first puzzle with both push and pull, the player will have to pull three color-coded items from around the room to themselves, then throw them into their corresponding receptacles using push.

Next, they'll need to do something similar to what Jackson described in the second memory, pulling a tower of boxes to themselves to form a bridge across a gap created by a collapse in the floorboards. Once they've done so, they'll reach the third and final memory, unlocking the double jump ability. They'll then immediately make use of the double jump to make their way across collapsing platforms which wouldn't be traversable without a double jump. As a final challenge, the player will need to put everything together to maneuver enough boxes to themselves to form a sort of staircase up to the building's exit, then double jump up to the room the exit is located in, so they can complete the level.

To speak a little more to the art direction we're planning for GRVTY, we want the building to feel old and somewhat decrepit, but grounded in a futuristic, almost "cyber-punk" setting. We plan to do this by making the building with largely darker textures and small pops of color on important objects as well as by using futuristic skyscraper and building models in the outdoor memory areas. I'm really looking forward to seeing what we can make of GRVTY!

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