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vietanh · 4 minutes
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Dev Post 1
🚀 Cosmic Furry:
At its core, Cosmic Furry is an asteroid game with a twist. While you'll still be navigating through treacherous asteroid fields, we've infused the gameplay with exciting new mechanics
🔫 Dynamic Gunplay: Say goodbye to monotonous shooting! Cosmic Furry introduces a new gun mechanic that allows players to wield different types of weapons right from the start. Whether you prefer 3 guns shooting or a laser blaster to be mounted on your ship, there's a weapon to suit every playstyle. Below might be some of the gun option that player can use to start off their adventure:
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💥 Experience Evolution: Collect XP to level up your ship and enhance its capabilities. Increase your speed, boost your shooting rate, or amplify your damage output. This can be drop from shooting down asteroid and each asteroid will have different exp value ranging from (small - 1xp, medium - 2xp , large - 3xp)
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🛡️ Power-Up : Keep an eye out for power-ups scattered throughout the cosmos. From shields that grant temporary invincibility to SOS beacon where a rain of bullet will be fire down to kill all of the asteroid and much more to come
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What's on the Horizon?
I'm currently developing some of these feature below such as:
Character Selection: Customise your game play by being able to select different gun type with different trait that comes with them
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Level up UI for player to chose a ship upgrade And Waves mechanic of some sort making the game harder depending on the state of the game and the runtime of the player
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vietanh · 1 month
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Elevator pitch
Title: Cosmic Fury
In "Cosmic Fury," players journey through treacherous asteroid fields, battling hostile forces in a narrative-driven experience inspired by Asteroids. With advanced weaponry and immersive visuals, players uncover cosmic mysteries, and master precision, and strategy. Every decision shapes the fate of the galaxy in this thrilling adventure.
Game Controls Diagram:
Movement - W A S D
Ability - "space bar"
Unique Selling Points:
Dynamic Environments: Experience ever-changing asteroid fields and celestial phenomena.
Player Choice: Influence the way you survive in each different difficulty with powerup helping you advance the astroid field
Target Audience
This game is rated for everyone as it only contains minor shooting at the asteroid
Genre:
multidirectional shooter arcade video game Viet [email protected]
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vietanh · 1 month
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Postmortem
To improve the development process for "ChronoLeap," I would prioritize a clear plan and level design before beginning production. Having a clear vision of how the game should look and feel from the start will greatly ease the development process. Iteratively approaching development with a solid plan in place would not only make the process more manageable but would also result in a more unified and polished end product.
Throughout the production of "ChronoLeap," I gained a better grasp of good game development processes, including iterative design, playtesting, and incorporating player input. Playtesting has proven to be beneficial, providing insights from various player perspectives. Feedback from playtests provided vital insights into the game's design, suggesting development opportunities. Incorporating this feedback resulted in changes to level design and mechanics, ultimately improving the player experience.
One of the major challenges encountered during the development of "ChronoLeap" was the implementation of time travel mechanics. Despite substantial attempts, the intended functionality remained elusive, necessitating additional research and experimentation to enhance this concept. Furthermore, the creative process of generating compelling levels was a significant obstacle. To address this, I looked for inspiration in snippets from other games, which helped to ignite creativity and guide the production process.
Player feedback and testing were critical in improving the mechanics, level design, and narrative elements of "ChronoLeap." Constructive comments identified areas where the game fell short, such as a lack of incentive for players to interact with monsters and ambiguous level design. This input guided iterative modifications, including changes to gaming mechanics and level structure to boost player engagement and clarity.
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vietanh · 1 month
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Playtest feedback
+good visuals (background doesn't fit the entire scene, however)
-pathing feels a bit unclear (not necessarily bad - maybe the intention was to let the player figure out the path rather than have a linear path set out)
-doesn't feel like there's enough variety
A lot of my frustration came from my model hitting another platform rather than me missing a jump (didn't feel good as a player personally)
-the spike platform felt like there was too little room (it wasn't necessarily hard but it felt like there was too little room considering how fast the player model moves)
-there's no incentive for me to go out of my way to defeat all enemies (no scoring system)
This was extremely helpful in that it gave me an idea on the things I could improve, and most importantly, this was from the perspective of an accurate player who would likely be playing such a game, so the feedback helped me understand some of the issues and what could be improved in terms of the design of the level itself, and that the game provides no incentive, so I would need to work on that as well.
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vietanh · 1 month
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Development post 2
Development posts
For this development phase, I plan to add some enemies and obstacles to the game. Along with that, create a score-keeping technique, an end screen, and the option to repeat the level when the player has completed it. I also aim to add a collision condition to keep the player interested and allow them to destroy enemies.
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The main focus was on collision detection and how the player interacted with objects and opponents. For example, to make a moving object interact correctly with the player model, I discovered that I would need to update the collision box frame by frame.
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The main focus was on collision detection and how the player interacted with objects and opponents. For example, I discovered that I would need to update the collision box frame by frame to make a moving object interact correctly with the player model.
Also, the checkpoint mechanic was added and is displayed as follows for off and on checkpoints.
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So far, the game's level design is rather simple, with certain features and an end objective to achieve, as well as the opportunity for the player to revisit the level. However, the development of time manipulation mechanics was never included, and I am currently looking for ways to extract the mechanics and cruelty without success. Having said that, I think the game's overall design and picture selection look nice.
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vietanh · 1 month
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Development Post 1
Development Posts
For this project, I intended to use GDevelop to create a fully functional game using time manipulation as one of its two major components. In particular, I wanted to include the ability to travel back in time and witness a different scenario within the same level by going back 50 years, which would provide a variety of temporal hurdles to gameplay. To enhance the player experience, I also focused on designing and structuring difficult puzzles and stages with power-ups.
Throughout the development process, I also learned that the necessity of thoughtful level design. I realised that finding the correct balance between challenge and engagement is critical for keeping players interested and motivated. Furthermore, incorporating puzzles within the game presented a big hurdle. I discovered that pre-planning specific puzzles before building the levels would have resulted in a more unified design process, with greater alignment between level structure and puzzle mechanics.
Inspired by the game principles, the artwork for "ChronoLeap" demonstrates a deliberate choice to combine future and nostalgic themes. The game's environment combines a futuristic sci-fi universe with scenes reminiscent of a peaceful past, complete with beautiful woods and chirping birds. This graphical direction not only complements the game's mechanics, but also heightens immersion by allowing players to explore and interact with the temporary environments. As this is the goal for the game im just starting off the prototyping. I have gone small and started with some basic movements in the first development. Alongside with that is some animated player model and some basic design of the level
This shows the current progress of the game with control WASD and a enemy for the game
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vietanh · 1 month
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Introduction
Hi! I'm Viet Anh (Viet), currently a computer science major student at QUT, and currently doing Game Design as my minor A little about myself: I've been playing games for a while now, ranging from many different genres, and every now and then I find a game with really caught my eye. With interesting mechanics, a compelling plot, and amazing design. And while I play, I can't help but wonder how the developers came up with these amazing mechanics. What better way to understand the process than to learn it right!.
Having never developed a game before, except than designing and developing website, I'm eager to learn new things and document my way throughout it all.
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vietanh · 1 month
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ChronoLeap The begining
Title: "ChronoLeap"
Platformer Elevator Pitch: "ChronoLeap" is an exciting time-traveling platformer adventure in which players take on the role of Dale, a young inventor with a time-travelling device. Travel through different eras, from ancient civilizations to futuristic worlds, to foil an evil time-traveling villain's plot to alter history. With its dynamic level design, inventive puzzles, and engaging mechanics, "ChronoLeap" promises to be an exciting journey through time.
Images:
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This shows the mechanic of one of the time manipulation ability
along side with this mechanic there will be a mechanic to travel time which set the player back in 50 yrs time in the exact same spot
Game Controls Diagram:
Movement - W A S D Ability's - I O P ( With two time manipulation ability and one shooting ability) Interact - U
The game play:
Dale (the player) must navigate through obsidian in each level, using WASD to navigate and jump while avoiding enemies in his path.
Dale must also solve puzzles throughout his journey, utilising his two key abilities of time manipulation to complete the level and reach the end.
Dale will also encounter a variety of enemies, and powerups will drop depending on the type of enemy to aid in his journey
Selling Points:
Dynamic Time Manipulation Gameplay: Use Dale's time-traveling device to manipulate time, solve puzzles, and overcome obstacles in unique ways. Ancient civilizations, futuristic cities, and prehistoric landscapes all present unique challenges and hazards.
Target Audience
This game is rated for 7+ as it contains violence
Genre:
Platformer Puzzle game
Student Contact Info:
Viet Anh Tran [email protected]
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