blog10856609
blog10856609
IGB220 blog by n10856609
8 posts
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blog10856609 · 2 years ago
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Week7 Simple Shooting Post-Mortem
First of all, I thought that the game could be more playable. I wanted to make players' hearts dance with the game more. To do this, I needed to make the power-up items and the enemy bosses attack in a different way.
The first improvement I made this week was the use of coins to use power-up items. By obtaining these coins, the bullets fired by the player were enhanced, increasing from one to three shots. I also changed the bosses' attacks so that they behave in a visually interesting way, rather than monotonously as in the previous version. There is room for other improvements to this as well, such as increasing the strength of the bosses and moving them around.
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However, there is still a weakness in my game development. That is the player's behavior off-screen. Players get an advantage even if they get an off-screen power-up item. Further game enhancements are needed to eliminate this kind of cheating.
The development of this shooting game in GDevelop5 has had a significant impact on my knowledge of game development. The easy-to-use specifications and the use of extensions made it an interesting and good class for me to learn from, and I will be able to use it to a great extent in my future game design construction.
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blog10856609 · 2 years ago
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Week6 Development of Simple Shooting
I have listened to the tutorials on IGB220 so far and felt that what the game needed was to allow the player to make choices and give them the power to make decisions and freedom in the game.
I thought my game lacked variety in player actions. I need to give players more things they can do. I thought of ways to get players more involved in the game.
As a result, I created a system that allows the player to move freely up, down, left, and right, and also allows the player to shoot bullets freely. I needed the game to read the mouse cursor position into the game so that the player could shoot bullets to the exact spot where they were aimed. This was a bit of a painstaking task, but it was worth it, and the game is now much more flexible and strategic.
The player can use the WASD keys to move up, down, left, and right. I also had Gdevelop 5 read the X and Y coordinates of the mouse cursor and adjusted it to fire a vertical section in the direction the cursor was facing.
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To make more enemies appear I also incorporated a system of moving enemies and backgrounds. I designed the player and camera to move in the x-axis direction at regular intervals, as if players were moving through space. When the player reaches the end of the game, they are confronted by a large boss who is waiting for them. I plan to make this big boss stronger than a normal enemy. ……, but I felt that I made it too strong in this adjustment. I plan to make adjustments as needed.
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Problems And I don't know the cause, but for some reason, when I tried to fire a bullet from the same position as the X,Y coordinates of the player ship, the firing position of the bullet shifted like this for some reason. The cause is still unknown, and I had no choice but to adjust it so that both the X and Y coordinates are fired from near the player ship.
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blog10856609 · 2 years ago
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Week 5 Asteroid Elevotor Pitch
The name of the game is Simple Shooting. In this game, the player controls one of the airships, sometimes dodging enemy attacks, sometimes counterattacking, in order to reach the goal and destroying the boss. If player move away from the enemy, it is easier to avoid their attacks, but it is also harder to destroy them. If they get close to the target, it will be easier for their attack to hit the enemy, but conversely, it will also be easier for the enemy to hit them.
Players can move up and down to avoid the onslaught of enemies and click the mouse to fire bullets.
This space-based shooter game builds simple controls that can be enjoyed by both those unfamiliar with the game and shooters.
Various features will be implemented, such as free positioning by player movement, the pleasure of avoiding enemy attacks and defeating enemies, and a variety of enemy action patterns.
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blog10856609 · 2 years ago
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Week4 - Platformer Development Post
I am very much interested in bringing surprise and fun to the players in this game development. In this respect, Tracy Fullerton's game design workshop has given me many ideas and discoveries.
"I was reminded once again of the importance of "the developer must take the player's point of view. Until now, I had been working on a rough overall picture of the game as described in the Elevator pitch, but I had not thought about the details of the game, specifically, what kind of systems I needed to create in order to move the players' emotions.
Therefore, I decided to take a look at the "known" aspects of side-scrolling action so far, once from the player's perspective. Pitfalls in the ground should be jumped over because falling into them will result in game over. Objects that allow player to get items should be tried to destroy because they increase our advantage. Taking coins should increase the player's score with a small SE. These "knowns" will live in the average player's brain. At first glance, the system seems familiar and easy to catch on to. However, when you play the game, players will find that the game is a series of "unknown" surprises and excitement. The desire to create a game that would say so is the inspiration for this reading.
In this workshop, I added an animation for the player when he jumps, and set the game camera to follow the player while the background clouds move with the camera. I then set up a narrow platform, once the end of the stage, that could be passed through from below. I then set up a coin, with this as the goal of the prototype. Taking it would raise the player's score with a "picon!" sound.
This is just a tentative beginning, as I didn't have much time, but I would like to prepare "unknown" traps and rewards like this that would be out of the ordinary.
Fullerton, T. (2018). Game Design Workshop: A Playcentric Approach to Creating Innovative Games. ProQuest Ebook. Retrieved from: https://ebookcentral.proquest.com/lib/qut/reader.action?docID=5477698
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blog10856609 · 2 years ago
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Week3
Our goal this time is to optimize the character's motion. Since it is naturally very tasteless to just have the character move horizontally in parallel, I will add motion. First, in order to make the character face the same direction when moving in the opposite direction, the Gdevelop5 event page instructs the character to flip horizontally when the player faces the opposite direction. After that, I started to add the motion for the character to walk. I tried to move the character using the distributed materials, but I found a problem. I added an animation, just like setting up the motion for facing the opposite direction, and instructed the Event page to "use the animation" when the player moves, but to my surprise, the character I'm controlling always looks busy.
This might make the player feel uncomfortable. After much pondering, I reversed the "player is moving" condition and made it so that "animation is set to "stand"" when the player is not moving. By doing so, the character is no longer hastily stepping on the floor!
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blog10856609 · 2 years ago
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Elevator pitch
The name of my game is "Labyrinth Exploration". The player must navigate through stages with various gimmicks, defeating enemies and utilizing items to reach the goal. The genre of the game is side-scrolling action, and it is a single player game.
What I want players to experience in this game is that as they defeat enemies and obtain items, they will become more and more skilled, and will be able to make big jumps and use flying tools. However, these power-ups do not necessarily allow players to complete the map with a comfortable margin. I plan to create maps with poor footing, easy falls, quick enemies, and many other gimmicks. "How will players attack these elements?", "If the player fails, how can they think of a way to clear the game the next time?" The purpose of the game is to bring about the pleasure of clearing the game with these kinds of considerations in mind.
In this game, I will try to make the controls easy to use so that players can easily get used to the game, and I aim to make the game accessible to a wide variety of people.
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blog10856609 · 2 years ago
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Week2
The game I plan to make is a game in which the player must clear a maze-like stage while encountering items and enemies to reach the goal. As we learned in class, I thought the fun of a game consists of a moderate level of difficulty and a reward for overcoming it, as well as easy-to-understand rules and unexpected elements within those rules. Therefore, I would like to create a game that is easy to understand, and from there, I would like to create gimmicks and rules that have never been seen before.
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blog10856609 · 2 years ago
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Introduction(n10856609)
Hello! My name is Yuma Hirota and my Student ID is n10856609. I am majoring in Game Design. My favorite game is Genshin Impact.
I will be working hard in this unit to hone my skills in game development and gain a better understanding of this field. My goal is to refine my game design construction skills on a daily basis and create games that players will find interesting!
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