Creating, tweaking, and testing gameplay systems was one of the things we were most excited about. The process went relatively smoothly too! We worked on lighting orb shooting, transporter, cover shooting, stealth, ice melting, shuttle flying, tricorder scanning, and a whole list of other systems.
However, it didn’t come without challenges, like making sure that the cover shooting mechanics blend seamlessly with the main shooting mechanics while adding new types of AI to make the combat as engaging as possible with fair difficulty.
In fact, managing difficulty was a big concern of ours. Many of the mini-games and especially the perception system for stealth gameplay required a lot of rebalancing to make it challenging but not frustrating.
Luckily, we had some amazing testers that provided incredible feedback. But the many tweaks and changes ended up coming together in a complex codebase that became difficult to work with and required substantial cleanup.
We also had the pleasure to experiment with procedural animations. We used them on the playable characters' hands in the rock shooting video game for added visual complexity and immersion.