igb120-game-dev
igb120-game-dev
IGB120 Game Dev
15 posts
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igb120-game-dev · 28 days ago
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Assignment 3 Postmortem
The assingment was interesting, several components were stubs for significant durations in what I worked on, due to waiting on other group components, which admittedly turned out well with the time put in. As the trello board for our assingment ended up there was some outreached hands which got curled back in order to get things done but the process can only be smoothed so much.
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igb120-game-dev · 28 days ago
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Assignment 3 Iteration and Changes
The iterations for our game involved the editing and management of the firing system due to how the combat worked, as in its inital state the combat was cursor based in order to allow for greater accuracy, we moved it to a more automatic system when we solidified our more fireboy and watergirl controls which worked better for easy playtesting without controllers or other sources of multiplayer inputs.
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igb120-game-dev · 28 days ago
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Another Interesting Mechanic/Book Chapter/Game Discussion
FOSS Games (Free and Open Source) are very interesting anomalies, with the playerbase effectively being able to make a github PR when they hate how something is balance wise instead of just crashing out about it on social media. The extra vocal platform is good in regards to the playerbase's influence on the game as they are the main players but can also put more pressure on dev teams as player suggestions somewhat flood their backlog.
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igb120-game-dev · 28 days ago
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Assignment 3 Playtesting
The playtesting for Magic Punch with being a very simplistic game and having many critical parts still lacking at this stage was somewhat concerning. As such most of the feedback was movement and theme based. Time to get the combat working to give the bread its butter.
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igb120-game-dev · 28 days ago
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Group Formation and Assignment 3 Team Discussion
Our group's formation was done entirely online and through discord, nothing of extreme notice there. The main creation process for how the game would pan out was done utilising over a discord meeting, only 1 person was familiar with github, so I look forward to merge conflicts.
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igb120-game-dev · 28 days ago
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Assingment 3 Development Process
For this part I am in a group making a fighting game, known as Magic Punch. The game uses theming based on Shadow Wizard Money Gang and is becoming a interesting, while still simplistic idea. Its going to be interesting to see how things are allocated out but it should be all good.
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igb120-game-dev · 28 days ago
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Racing Post Mortem
Making this racing game in Gdevelop taught me not just why I needed dynamic and a good amount of enemies, but also good controls, as the player's feeling interacting with those enemies is a even more critical component to the task
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igb120-game-dev · 28 days ago
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Assingment 2 Progress
My intentions to use photoshop have been foiled and defiled, thanks adobe. As such I have now returned back to our primordial basics... Paint... Dear god.
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igb120-game-dev · 28 days ago
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Racing Development Post
Within the racing game I learnt how to manage recurring and more recycled obstacles, with instances generating in order to create obstructions for the player. This helped me understand the value of creating good enemies or obstacles in general due to the inherent value that one enemy can give stretched out over a period.
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igb120-game-dev · 3 months ago
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Racing Elevator Pitch
The racing game I'll be developing a prototype of will be Sling-Speed Racing, where the gimmick will be reversing will cause you to summon a slingshot and fireback, making doing one of the most worse and unused abilities in the genre's kit a tool for shortcuts and abstract ways across the map
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igb120-game-dev · 3 months ago
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Asteroids Post Mortem
Asteroids as a game experience taught me how to do a viable top-down game, as well as fine points on a model for better presentation for example firing points, this as well as the utilisation of border spawns with this engine as made me more confident in managing enemies in a sustainable and replayable way.
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igb120-game-dev · 3 months ago
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Asteroids Development Post
Creating asteroids within Gdevelop, while a relatively simple game taught me on the perspective that my main game is running on, as well as some simple ways to spawn entities in a engaging and random manner for optimisation.
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igb120-game-dev · 3 months ago
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The game I am making is a roguelike dungeon crawler called Paraphrasia. It builds on the base formula of the genre with the ability to collect letters in your general loot to edit the next area (e.g. a catacomb changes to a “cobacomb” with a letter O and gets popcorn themed enemies and rewards). The various different combinations within areas is meant to generate a significant amount of replay value for the player. The game will be if Binding of Issac met Turnip Boy commits Tax Evasion.
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igb120-game-dev · 3 months ago
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A lot of Gdevelop, now that I am more familiar with it is a bit more prefabbed then I was expecting. The foundational exercises to familiarize myself with the engine were rather straightforward, although this may have been due to the amount of aid granted in the tutorials built in, as opposed to my own initial profiency.
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igb120-game-dev · 3 months ago
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Introductory Post
Beginning utilising GDevelop for the first time is going to be a interesting experience, while I have had prior experience using C# variants in open source game development, a lot of foundation work for a lot of the core systems is already done. I am very curious about how I will work with those within GDevelop and I wonder if I might be able to make something truly unique from the foundation to make the game I create feel truly unique.
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