Breach of Space

My Contribution

2. I also designed various systems in the game

3. Assisted producer in setting project and sprint goals 

Sabotage

Sabotaging is the main mechanic of Breach of Space and is the player's main method of getting past the colony's robotic guards. I designed every part of the sabotage system from UI to function.  In an attempt to allow for more varied level design and to make sabotaging a more interesting mechanic I created obstacles that can affect the ways players travel through the level with specific sabotageables linked to them. For full details on the system check our design brief


Copy of Copy of Sabotageables+obstacles

Failures

I also helped create the soft and hard failures in our game, including security level. For more information on failures read our failures design brief. For more information on what security level is and how it works read our security level brief.

AI Behaviors

The AI interacts with set objects in the level, patrols a path, and is able to be pulled away from their guard points/patrols by player action. I worked on balancing the robots detection systems so players felt the tension of possibly being caught while not having it seem unfair by being overly sensitive.

Unused Designs

Gadgets and Player Upgrades

Gadgets were consumable tools the player can spend scrap to use to aide them in various ways. We decided to not include these because we wanted to create expand on our main sabotage mechanic rather then adding gadgets. 


Copy of Copy of Gadget list