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rustymojo · 1 day
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Road Rage Rampage
May I introduce the new action packed, arcade racing, top-down driving game with a little bit of shooting! The goal of this Game is for players to take on the role of a racer, driving a battle-ready car through a post-apocalyptic world! They will need to dodge obstacles such as potholes, barbwire and explosives, whilst keeping an eye out for racing bandits that have a thirst for destruction! Hopefully by the mid-development phase, We will have an arrange of weapons and vehicle perks that help the player navigate the roads and fight back! The main mode of gameplay for this game would be this top down, fast-paced, vehicular combat that requires some good reflexes. It would be an endless game (until the player died), with a goal to get as high as a score as possible, kind of like our asteroid game from earlier. The style is going to be a bleak (colour wise), desolate and old looking background/highway. We want the player to feel like they are in a post-apocalyptical world, fighting to survive. With the constant obstacles and danger around the player, hopefully we can make a gritty yet captivating and immersive atmosphere. We will definitely aiming this game to those action-loving gamers who grew up playing in an arcade. Hopefully this clash of Road Rider and "Mad Max" will captivate the audience and help them unleash their inner road warrior!
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rustymojo · 10 days
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Dodge Them All - Post Mortem Introduction
Week 7 here we come! Our spaceship flying, asteroid dodging game is coming to an end! Dodge Them All has successfully evolved into a top down simple yet entertainable game that requires skill, luck and a lot of meditation. From the early days of a basic prototype, where our spaceship clumsily followed the mouse cursor, to this animated and wacky yet fun game it is now, the evolution has been nothing short of remarkable . In our latest update, you'll notice a complete revamp of animations, we have some new and smart enemies, and an array of exciting game mechanics that keep players on the edge of their seats and add simple yet effective complexity. GDevelop has allowed us to add mechanics such as powerups, random enemy spawning, bullet tracking and asteroids flying in from all angles. Player feedback and adjustments Last week I took some time to introduce the game to a few friends and grab some feedback. By the end of the week I know I needed to find a simple way to increase the difficulty and create some form of competition. How did I do this? Timers. Simple timers have revolutionised this game. The longer you stay alive, the harder it gets. Enemy spawn increase, object velocity goes up, angles start changing, bullets start flying. This allows our players to compete for the highest score and was an effective way to make the game get progressively more difficult. Future Goals I truly believe these changes have made the game drastically better. But there are always future goals! I think the development on more complex and a wider variety of powerups could spice things up. Perhaps the ability to have select spaceships with different passive abilities to cater for each players playstyle. The goal would be to make this game enjoyable for all generations, anyone who is simply looking for 10 minutes to distract their mind and beat a mates highscore!
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rustymojo · 12 days
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Dodge Them All Development Update
We are now into week 6 of IGB120 and I am starting to get the hang of GDevelop! This week has been really interesting and informative. We have covered how rules don't limit the game, but actually make it seem more in-depth, provide realism and make the game more challenging and Fun! Getting Mathematical: The development of this game has really brought to my attention how many numbers are in the back end of game development. From timers to random X,Y Coordinates, Angles to Distance in pixels. There are a LOT of different variables with different numbers! This has allowed my game to become more dynamic and difficult by encouraging random asteroid spawning with different flight angles and speeds
Making It Pretty
As i finished off some of the core mechanics of the game, I have now started working on some different animations and colour aspects. This has really helped bring the game to life and shows that small detail changes can make the world of a difference and make the game feel more interactive, alive and fast-paced! I am thinking about ditching the asteroids and use some different images for the obstacles do dodge. Perhaps we can make it fruit themed just to make the game a little bit quirky? Changes to be Made
There are a few things I want to adjust with this game. I want to make it more then just a asteroid shooter, I want it to actually become difficult. I am thinking more unpredictable with the asteroids, timed world events and perhaps other enemy ships that can shoot back to make it more intense. I also want to really get some good animations in the bring everything more to life!
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rustymojo · 1 month
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Dodge them all - Elevator Pitch!
"Blast through some asteroid fields and Alien enemies in this spaceship shooter game! Try to dodge the asteroids whilst upgrading your ship to take out the enemies in endless space combat" This week we have went into a top-down space game and got to learn about different mechanics such as bullet travel and random object spawning. These concepts help build the core of the game from dodging asteroids to shooting enemies! For my initial Idea, I am thinking the mechanics should be:
Ship Upgrades such as Speed, Health and Weapons
Waves of increasing difficulty
Top-down space combat
Earn high scores by survival time or distance travelled
This simple game would target any audience that loves old style arcade shooters like Galaga or the iconic space invaders and want to just quickly have some space-themed gameplay and beat their high score.
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rustymojo · 1 month
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Platformer Development Post
Greetings, fellow adventurers!
Just here with another update!, We have now entered week 4 of IGB120 and have started bringing our game ideas to life. This week has been around game culture, playstyle and the game development process. The initial Game idea proved to be more difficult then expected, however we are pushing forward! We have made success in conquering the challenges of random maze generation and now onto the interactives!
Mastering the Maze:
Repetition can become quite boring. We want to create a game that offers a fresh experience with every playthrough. We want to have the same goals in mind, but a different challenge each time the player runs through the game. To achieve this, we delved headfirst into the world of random generation, crafting algorithms that would breathe life into our ever-changing mazes. After countless iterations and a few hours reading up on GDevelop capabilities, we finally emerged victorious, with a system that creates a new and random maze for each playthrough. In the future we want to also include random enemies and interactable items.
Navigating Animation Hurdles:
As we basked in the glow of our maze generation triumph, a new obstacle loomed on the horizon: player animation. Even though it is supposed to be a simple task, and one of the first examples we learnt in class, despite our best efforts, we found ourselves struggling to make our player animation work. From idle stances to running and shooting, every movement needed to be pixel-perfect to ensure a seamless gaming experience and make the game a little more interesting. While we are stuck now, we are sure that we will be able to fix this issue, just maybe with some help in the next weeks workshops!
Enemies and Interactables:
With the groundwork laid for our random maze system and player animation underway, we set our sights on the next frontier: adding enemies and interactables to our ever-evolving world. Drawing upon our idea of a Maze Runner and Binding of Isaac crossover, we began populating our maze with formidable foes and tantalizing treasures. We aim to enable some form of difficulty setting and random item generation that can make each playthrough completely different.
Reflections on the Journey:
As we reflect on our progress thus far, we can't help but marvel at how far we've come. At first this seemed like just a fun idea, but as each day goes by and progress is made. It is growing to a reality, an actual game we can play and enjoy. A piece of work we are proud of. We are beginning to run some play-testing and fine tuning all the different aspects of the game. Get Out is only going to get better and better as time goes on!
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rustymojo · 2 months
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Platformer Elevator Pitch
With week 2 on the way, we have started looking at game creation and Elevator Pitches around platformers. I knew that for my game, I wanted to focus on dungeon exploration and game randomness to keep each run through different. I figured I could do this through a form of Item collection, Monster generation and random room/dungeon generation to make some form of Roguelike Platformer. With these in mind, may I present my Elevator Pitch for Get Out: "Can you escape the twisted labyrinth filled with monsters from your childhood nightmares? Get Out is a roguelike platformer where you do just that! Think The Binding of Isaac meets Maze Runner - brutal boss fights, unsettling enemies, items to level up and maybe some friends along the way. Can you survive the monsters in the dark and escape the maze!" Below are some of the mechanics I want to incorporate into the game
Mechanics:
Explore a procedurally generated labyrinth filled with nightmarish enemies
Overcome platforming challenges and puzzles
Collect power-ups and items to customize your playstyle (think Binding of Isaac)
Team up with (or against!) other trapped children (think Maze Runner social layer)
Controls:
Simple arrow key movement (or wasd) with space to shoot along with a top down view on the character and map
I believe with these Mechanics and a style/setting that screams disturbing yet not too scary along with a ever-shifting maze with thematic Zones I would really be able to target the below audience:
Audience:
Fans of challenging platformers with high replayability
Players who enjoy roguelike elements and risk-reward gameplay
Those intrigued by a dark and mysterious narrative
I really wanted to Merge the roguelike elements from The Binding of Isaac with the social and puzzle-solving aspects of Maze Runner for this Platformer and hopefully create the below selling points. Procedurally Generated Nightmares: Each playthrough features a new maze layout filled with disturbing enemies and hazards. This high level of replayability keeps the game exciting and unpredictable.
Risk & Reward: Escaped: The essence of risk-reward gameplay. Just like The Binding of Isaac, players will encounter rooms with powerful items but guarded by fierce enemies. Do you fight for the upgrade or play it safe?
Master Your Arsenal: The game offers a wide variety of power-ups and items, each with unique effects that alter your playstyle. Experimenting with different combinations allows for high levels of customization and effects
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rustymojo · 2 months
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About Me!
A Coffee addicted Computer Science student stepping into the realm of Game Development through IGB220, I can't wait to explore the boundaries of creativity in game design. The idea of crafting immersive experiences that captivate players excites me, and I'm eager to dive into the process of game development headfirst.
My aim for this journey is simple yet ambitious (maybe slightly coffee crazed): to gain a comprehensive understanding of the game development process and to ultimately create a prototype that brings joy to all try it. Through this course, I hope to acquire the knowledge and skills necessary to bring my game ideas to life, from concept to execution.
I'm eager to absorb everything I can about game design, programming, and the art of storytelling in games. Together, let's push the boundaries of creativity and innovation in game development, one step at a time.
Here's to learning, creating, and, most importantly, having fun along the way!
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