danaclement26
danaclement26
IGB120
6 posts
Dana Clement n11588331
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danaclement26 · 1 year ago
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Platformer 2: Elevator Pitch
Imagine if the arcade game Asteroids meets a zombie apocalypse – that’s Deadhead Blast.
Deadhead Blast is a postapocalyptic themed shooter game, in which the player has control over the lone survivor, who is fighting off hordes of zombies coming at them from all directions. Some of the living dead are stronger than the others, whilst some are more intelligent and understand weaponry better than others. These are the challenges the survivor faces in facing off against the toughest opponents.
*Images*
The controls of Deadhead Blast are fairly simple; for movement around the screen, the left and right arrow keys are used to change the direction the player is facing, and the upwards arrow key is used to move forwards. The survivor is equipped with a bullet blaster, in which the space bar is used to fire the weapon at enemies.
Deadhead Blast is a traditional style game, calling to older gamers who miss the old school style games.
(To be edited + Updated)
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danaclement26 · 1 year ago
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Platformer 1: Postmortem
learnt about iterative design from Fullerton readings
keep testing! test each new implementation to make sure it works or you like how it functions within the game! Otherwise the game will likely be a mess of interactions and unintended functions. that's just game design for ya :`)
More to be added!!! Placeholder post :p
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danaclement26 · 1 year ago
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Platformer 1: Development Part 2
Playtesting! Playtesting! Playtesting!
This week I was highly focused on developing my game to be up to the stage of which I could conduct meaningful playtesting, in order to improve and benefit my game in the long run.
During this development, I added...
In conducting playtesting, I had a list of questions which included:
one
two
(To be edited + Updated)
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danaclement26 · 1 year ago
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Platformer 1: Development Part 1
This is my first time using GDevelop5 to develop a game, so initial development was largely learning how to navigate and utilise the engine. Default character sprites, platform, and environment textures were used at this stage of development, with focus on creating the basic level structure and interaction between sprites.
I succeeded in developing character movement using arrow keys, animations, and player-enemy collisions making the enemy die when the player jumps on it, or the player die if the enemy touches them – however there were no level restart upon player death nor any menus at this stage of development.
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This prompted me to next work on developing a death field, for if the player falls off the platform they die, as well as trigger the level to restart if the player does die. I also created checkpoints along the level, so that if the player dies they do not start from the beginning and can continue from the last checkpoint they reached. [Gif – death ]
Although the coins at this stage would disappear when the player touched them, there was no coin counter – yet. I next implemented a UI that included the ‘score’, which counted how many coins the player collected through the level.
[Gif – score]
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danaclement26 · 1 year ago
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Platformer 1: Elevator Pitch
Game Title: The Guard of Joseon.
With his country under attack by a powerful unknown force, a young Korean solider must battle and defeat the attackers, swiftly making it to the palace where his King resides, protecting him from the fiercest of the enemy line. Will he make it in time, or will his kingdom be overthrown?
The Guard of Joseon is a 2D PvE platformer game set in the last dynastic kingdom of Korea, the  Joseon Dynasty, which is under brutal attack. The player is in control of Jeong-gyu, a Korean soldier well established within the army ranks, who must fend off the attackers and most importantly, save his king! This game is targeted towards a young adult audience who enjoy platformer combat, and more specifically those who have an appreciation for history and the hardships faced in war times.
The player will be motivated to race against the clock to succeed, picking up upgrades, boosters, and extra rewards along the way. The road to the king’s palace will not be direct, rather there will be multiple routes the player can take, facing off against different enemies along each path.
The controls of the game entail the arrow keys for movement (left is left, right is right), space bar to jump, and mouse-controlled aim of arrows with left-click shoot.
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I have included inspiration photos below:
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Image 1 Source: Dana Clement, 'Gyeongbokgung Palace Museum' 08/02/24.
Image 2 Source: Dana Clement, 'Royal Guard' 08/02/24
Image 3 Source: Dana Clement, 'Goguryeo Cavalry' 25/02/24.
This is my first prototype for IGB120, in which we were tasked to create a platformer game in GDevelop. Although the platformer genre has a large variety, given the engine and accessible assets, I went for a more traditional 2D platformer that explores different terrains and environments in a linear format. I am not going for a super complex game given the timeframe for this project and being unfamiliar with GDevelop. I believe my goals for this game are achievable, as I want to create a simple yet fun and compelling game that explores typical platformer elements with my own ideas.
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danaclement26 · 1 year ago
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About Me
Welcome :) I am a second-year game and interaction design, and business marketing student with a keen interest in game design. Games are my passion, and being able to work on and design something I am genuinely enthusiastic about is my biggest reason for learning about and developing games. My mind is full of storylines and character designs of which I want to bring to life and introduce to the world. Within the IGB120 unit, I wish to learn how to design a unique setting and character within an unfamiliar engine, GDevelop. I also want to learn key theory and the basics of coding in a simple and digestible format.
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