Dev Log 5


Moving forward, we’ve been working still on tweaking movement and grabbing mechanics, while assessing our scope. Pit Crew is going to have some slight roguelike elements, with players moving through prefab levels with randomly generated junk to collect. Some environments would have more abstract challenges to the player’s success, such as dark warehouses that would require the player to use a flashlight to find high-value junk, with potential for night-vision upgrades that would highlight objects of interest once the player can afford them.

Between these different environments, the player would be able to return to the hub level to automatically put their collected junk from that run towards filling the pit, or towards upgrades.

Also considered was the addition of stage hazards for the player. Hazards like hydraulic presses, buzz saws or acid lakes would provide risks to going to different levels, while the junk in those areas would be higher value. Players would also be able to nullify these hazards (Eg. putting a plank over an acid bath to pass over it safely) if not just working around them (a grappling hand would allow players to swing themselves, but this feature is pending further refinement of existing mechanics).

For our vertical slice of the game, we would want to capture the main facets of gameplay, which would be navigating hazards while collecting and redeeming junk. The vertical slice would have some levels with randomised loot and a shop with some upgrades, giving players an idea of how gameplay would work. From this central gameplay loop, we can further expand on players being able to progress and upgrade their character, adding more hazards for them to overcome once the most fundamental facets are established.

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