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Group Formation and Assignment 3 Team Discussion.
Previously I've formed a group with 3 other members to work together on assignment 3, which I had posted earlier in Tumblr as well. Basically in this post, I'm going to introduce my team, The Endeavours.
So our team consists of 4 members in total, which is me and Brayden, Kai, and Vincent. Overall, it's pleasantly working with them as they're friendly, helpful and completing their work with speed and effectively.
Here are some information about our task and position allocation:
Bryan (Me) - [Main Developer/Gameplay & Mechanics Developer/Environment & Map Developer]
Brayden - [2D Artist/Character Animator]
Vincent - [2D Modeler/Environment Animator]
Kai - [SFX Designer]
We've completed the playtesting session which were held during both lecture and workshop for IGB120, and received plenty of useful playtesting survey feedback report which is required to be attach to assignment 3 later for our further playtesting analysis.
We've planned to work on the playtesting report and tasks had all been allocated to everyone. I'll be working with the playtesting report which included parts like participants demographic, discussion of findings and changes, as well as appendix 1, while Brayden and Vincent will be working on appendix 2 parts and analyse the survey reports we received during playtesting process from our game testers. By allocating the tasks equally, we're able to complete the report with good quality and effectively.
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Assignment 2 One Page Progress - "Shadow Requiem: Arise One Page & One Sheet Details Information."
In this post, I'll be discussing about the details information of the game Shadow Requiem: Arise by creating a one page and one sheet image contained of every single details description of the game. The image attachment below shows the one page details information of the game.
As shown in the image, the information included details of features in game, unique gameplay ability, enemies index and many more. These information briefly introduce the game to players or people who are interested to the game for a better understanding generally.
For example, by reviewing the "Goals" and "Why Play This Game?" session, player can have a better understanding on the goal/target of the game and what benefits them while playing this game, as well as their target and goal upon defeating monster mobs. Other than that, this image had also included the enemy index which briefly introducing every monster mobs and their respective special abilities/attacks. This also brought up a better understanding of enemies to players that they might be facing when playing the game so they will have a better understanding about the enemies and come out with a strategic combat to counter the enemies.
Next up, I've also designed the one sheet detail image for this game, which will be displaying below.
This image mainly serves as the advertising sheet of the game, which includes the basic reason of why player should play this game (also known as the main unique selling points of this game) and what benefits will they gain upon playing the game.
For example, player will be able to enjoy the excitement and satisfaction when they deal massive attacks and crazy damages to enemies, defeating them and summon ally skeletons (unique ability of the main character [Player]) to assist them in the battle.
Lastly, this image ended up with a footage mentioning about the platforms & system (MacOS and Window) that the game supports as well as the contact method of the Developer team, which is Discord and Instagram.
Overall, the purpose of these images being created is to briefly provide details information for players that may or may not interested in the game so they'll all have a better understanding about the game. There's also a chance for someone who doesn't have an interest to the game to change their opinion after reviewing the images descriptions. So basically that's it! Enjoy the music :)
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Assignment 3 Development Progress - "Advanced Development Planning for Shadow Requiem: Arise."
This assignment required us to form a team and develop/modify the game together in a group. In the upcoming timeframe, our team are planning to add in more features to the game Shadow Requiem: Arise. Upcoming development & new features planning included:
New Unique Abilities -> (i.e. Health Regeneration, Damage Buff, Shield/Immune etc.)
New Traps
New Enemies
New Levels/Maps
Healing Drops/Tools These listed sneak peeks will be adding into the game to bring out a better experience and attractive content for our players. For the current phase, the playtesting of this game will be mainly focusing on the appropriate functionality of player characters, enemies’ attack, summon and absorbing soul mechanics etc. before proceeding with further new abilities and features development.
Our team had also created some basic phase of draft sneak as a reference for future development. The following image shows a draft depiction of the level design plan that we're going to develop in next phase. As shown in the image, we're planning to develop 2 more stage of levels with consists of a new designed map and new enemies. We're going to move the final boss - Shadow Requiem from first stage to the third stage, and replacing the empty space with other monster mobs enemy. While the 2nd stage will gonna be a vertical map layout design, providing a fresh gaming experience for players to try out, passing through the stage with different strategies.
Other than that, we had also created a draft design for one of the new enemies - The Abyssal Demon, which also consists of it's destructive design setting that will be added into the game in the next phase of development.
In the next post, I will be showing the detail informative poster for Shadow Requiem: Arise as a general view to have a better understanding about the game!
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Platformer Postmortem & Playtesting [#3] - Starlight Rush.
Starlight Rush is a cosmic space-themed racer game where players control a space car and dodge incoming NPC cars and meteoroid obstacles to avoid crashes and survive as long as possible.
The inspiration for the game came from fast-paced endless runner games, enhanced by a space-racing twist and cosmic visuals. The development mainly focused on Scene Variable Logic, Obstacle & NPC Spawning, and Crash Consequence Design. The objective was to create a thrilling and reactive gameplay environment where players must stay alert and agile to avoid defeat.
1. Things Went Well ✅:
NPC Car Spawning via Array [ ] Variables - The use of an array-based structure to handle NPC spawning across four distinct lanes proved highly efficient. This allowed for dynamic and organized spawning logic, splitting NPC cars evenly between left and right sides and allowing them to move in opposite directions for visual and gameplay diversity.
Variety of NPC Car Designs - Introducing four different NPC car colors helps in visual appeal and variety to the track, making the gameplay more vibrant and less repetitive. The multiple spawn directions (top-down, bottom-up) added complexity and kept the player engaged.
Timer-Based Obstacle (Meteoroid) Spawning - The use of GDevelop’s timer function for spawning obstacles every 3 seconds worked well, ensuring that meteoroids spawned consistently. The continuous reset logic kept the gameplay flowing with a steady challenge difficulty.
Crash Interaction & Defeat Layer Transition - When the player crashes into an NPC car or meteoroid, an explosion effect plays and both objects are deleted. Instead of switching scenes, a Defeat Layer appears immediately, allowing for a smooth and uninterrupted transition that feels clean and professional.
2. Things Can Be Improved ❌:
Difficulty Scaling Over Time - Currently, the obstacle and NPC spawn rate is fixed. Adding progressive difficulty (i.e. faster NPCs, more frequent meteoroids, random speeds) could improve gameplay longevity and make the game more challenging.
Lack of Recovery or Shield Mechanism - The current game design results in instant defeat upon a single crash. Introducing a shield system or a limited number of lives could offer players a chance to recover, making the game feel more forgiving and replayable.
Score/Goal System - The game in this version seems to lack of a scoring or distance-based progression system. Adding a point system would give players a sense of achievement and replay motivation.
The current build of Starlight Rush successfully delivers an exciting racing experience in a cosmic space-themed setting. The use of logical structures like arrays for NPC management and timers for obstacle spawning helps to maintain a consistent gameplay flow and challenge. Looking ahead, improvements in gameplay depth, player feedback, and scoring systems will help elevate Starlight Rush from a solid racer game experience to a more addictive and dynamic game. Planned updates may include score tracking, difficulty ramping, shield or revive mechanics, and further visual polish!
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Platformer Postmortem & Playtesting [#2] - Asteroid Salvager: ArkFall.
Asteroid Salvager: ArkFall is a top-down arcade-style action shooter where players pilot a spaceship tasked with surviving waves of meteorites by shooting them down, avoiding crashes, and maintaining health.
The core concept for this project revolves around Core Mechanics & Gameplay, aiming to provide fast-paced and responsive shooting mechanics, generating explosion effects upon destroying meteoroids, and a simple survival-based gameplay loop. The project focuses on making the player feel impactful and reactive during gameplay, especially when destroying meteorites in quick succession with satisfying visuals and gameplay experiences.
Through developing this second game, I explored several basic but essential gameplay systems such as character movement, projectile attacks, health logic, and visual effects. The goal was to create a solid foundation that could later expand into more complex enemy behavior, powerups, and level progression.
1. Things Went Well ✅:
Blue Explosion Effect (Visual Feedback) - A satisfying blue explosion animation plays whenever a meteorite is destroyed by a bullet. This adds impactful visual feedback which gains player satisfaction experiences during gameplay. The effect gradually fades out, enhancing the feel of responsiveness and polish.
Smooth Firing System using 'Fire Bullet' Behavior - Instead of the traditional "Create Object" event, I used the built-in 'Fire Bullet' behavior for the shooting system. This enabled much smoother and more consistent bullet firing, enhancing both the attack experience and game feel.
Mouse-Based Movement & Shooting - Player movement is dynamically linked to the mouse cursor, allowing the spaceship to follow the cursor and work properly in smooth condition. Shooting is triggered via left-click, which keeps the controls intuitive and straightforward, easier for player to control overall.
Basic Health Logic - A simple but functional health system was implemented. Each collision with a meteorite decreases the player's health, and after 10 crashes, the player's spaceship is destroyed, leading to a game over. This sets a clear risk-reward structure and challenge for players.
2. Things Can Be Improved ❌:
Movement Sensitivity - Although the mouse-following system works well, at high speeds the spaceship can feel a little floaty or unstable in speed. Adding slight easing, acceleration, or screen boundary constraints could enhance overall control accuracy.
Attack Variety & Attack Style - Currently, the only attack exists is a standard bullet shot. Future improvements could include powerups attacks like spread shots, laser beams, or charged attacks. This would diversify gameplay and make the game feels more strategic.
Health Recovery or Defense Mechanics - With the current setup, players are guaranteed defeat after 10 crashes without any chance to recover. Implementing healing items, temporary shields, or dashing skills could provide players more tactical options to survive longer.
For this early development stage of Asteroid Salvager: ArkFall, I’ve built the basic gameplay systems required for an enjoyable asteroid-style survival shooter game. The game already provides satisfying shooting experiences, intuitive controls, and a solid interaction loop between the player and meteorites.
However, based on feedback received throughout playtesting phase and future plans, the next stage of development will focus on adding gameplay depth through ability & attack style, enemy diversity, and player support tools like healing or defensive mechanics. The goal is to elevate ArkFall into a better asteroid game, engaging action experience that players would like to keep replaying. Looking forward to post the next postmortem for the 3rd game, Starlight Rush!
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Platformer Postmortem & Playtesting [#1] - Shadow Requiem: Arise.
Shadow Requiem: Arise is a dark fantasy action-platformer game where players play as the main character - Kael aiming to achieve victory in the Abyssal Dungeon by defeating the final boss - Shadow Requiem.
The main development idea comes from the study concept - "Story & Character Design", which I learned to create a storyline for my game and respective corresponding character that fulfill my storyline. Thus, I decided to create a storyline attaching with the story content interactions between the main characters and other character (i.e. monster mobs, Shadow Requiem, background story of Kael etc.). The reason of creating a storyline for this game is to provide a clear view and understanding about the whole game & reason/purposes of the whole game flow plot.
Other than that, I've also included some unique features in the game such as 'summon ability' and some enemy attacks. According to the study of 'Core Mechanics & Gameplay' concept study, adding different features especially special and unique features can attract the interest of players to play the game. They will feel excited while playing with the abilities and experience it with joy and satisfaction.
1. Things Went Well ✅:
Soul absorbing - Player (Kael) is able to absorb the Souls that was dropped from Monster Mobs after being eliminated.
Unique ability [Summon] - Summoning features that allowed players to summon ally skeleton by consuming Souls absorbed.
Enemies Attack - Enemies (i.e. Monster mobs & Shadow Requiem [Boss]) are able to perform well attacks under a fixed duration and cooldown of time period and deal damage to player (Kael).
2. Things Can Be Improve ❌:
Cooldown Setup - Dashing in the game now has no limited cooldown, which means player can spam on 'E' Key to dash without limit. In this case, a cooldown setup (i.e. 5 seconds cooldown after using Dash skill) will be a perfect solution against this issue.
Additional Features [Healing Method] - According to the playtesting research result from 10 different players, I found that the level difficulty design for this game is a little exceed that expected. There's different ways to overcome this issue, either reduce the difficulty of the game or adding in different supporting tools. For the first method, reducing the difficulty of the game will make the game feels boring to play. Thus, I've planned to make a good use of supporting tools development, such as Healing Tool Box Drops. This tool allows player (Kael) to heal themselves in the match so the survival rates will increase compared to before, which is an excellent ways to overcome the current difficulty issue.
Additional Abilities [Buff/Offensive/Defense/Support] - By considering the feedback from 10 different players throughout the playtesting, I've came out with a general conclusion - It's better to have more unique abilities rather than 1 of it (Summon Ability). Thus, I've also planned to develop more unique abilities from different categories such as Buff abilities, Offensive abilitites, Defensive abilities and Support abilities. One of the planned example of ability to be added is "Providing Buff to Summoned Ally Skeleton, gaining them to have 2x damage when attacking".
In conclusion, I will be focusing on the 'things can be improve' during the final assignment - Playtesting Group Project. I'm planning to create new unique abilities along with other group members, which one of it was the one I listed above under Buff ability categories. A blog content will be posted which record about the process of playtesting 2nd phase [#2] and result/feedback/details of it in the future. General planning is to develop most of the features that I've mentioned such as unique abilities, healing tool drops and cooldown setup. Looking forward to post the playtesting blog log later!
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DevLog [SR] #2 - "NPCs (Car) & Obstacles Spawning"
This DevLog is the 2nd DevLog for Starlight Rush, which will record about the development of development including:
NPCs (Car) Spawning
Obstacle Spawning
Defeated Scene/Layer
Previously, I've created and developed the basic structure and the movement mechanics of the game. In this DevLog, the spawning of opponent cars (NPCs) will be recorded and explained. Firstly, I've used the scene variable - Array [] as the main logic mechanics. Since there's 4 different path in the game (which shown in the image below of how the game overview looks like), the best way is to separate 4 NPCs cars into different position and direction. Thus, by using the array [] variable logic, I'm able to separate 2 NPC cars to spawn in the left side and 2 in the right side of the game. Since this game is related to cosmic racing theme, thus an attractive cosmic nova wallpaper will be used as the background of the game, ensuring the game is related to the theme.
With this logic setup, I've added 4 different color of cars to spawn in 4 different path position. Now, to make the cars to spawn from different direction (i.e. spawning from top, moving downwards & spawning from bottom, moving upwards), I've also setup the logic arrangement mechanics for it by using Array [] structure. The structure display below shows the spawning logic of NPC cars, along with their respective spawning position.
Besides that, I had also used the timer feature in GDevelop to setup the spawning of obstacles. With this setup, the obstacles which is the Meteoroid will spawn every 3 second in fixed position, from top moving downwards. To ensure the obstacles is looping to continuously spawn, l've setup the 'Start (or reset) the timer' so it will reset the timer every 3 seconds after spawning an obstacles, thus the obstacles will be able to spawn repeatedly.
Moving to the collision and interactions between Player car and NPC cars, the logic structure is as shown below. When player interacts with NPC cars or the obstacles, player's car will explode along with an explosion effect displayed. Both NPC car and player's car will be deleted due to the crash. After the 'accident', player will no longer be able to continue the game, and a 'Defeat Scene' will be display right after. For the 'Defeat Scene' switching, I've used the layer switching structure instead of switching scene. This is to ensure the smoothiness of scene switching and the 'Defeat Scene' will be displaying right away after player had crashed on NPC cars or obstacles.
The DevLog details information above recorded the whole structure of Starlight Rush racer game. Overall, the game is running smooth and in expecting result. Lastly, let's enjoy at the video clip showcasing of the game!
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DevLog [SR] #1 - "Basic Movement & Collision"
This DevLog will record about the development of the 3rd game project of mine throughout the semester, Starlight Rush. In this log, a few basic structures development would be recorded, including:
Player Car Movement
Car interactions & Collision
Firstly, I've added the basic movement logic for the car (player) to move left and right in the game using Top-Down Movement behaviour. With this behaviour added, I'm able to set the car to move with 'A' key and 'D' key, which allow the car to ony move in left and right direction. This movement logic allows the car to perform a basic movement to dodge against other car or obstacles that will be coming from the top screen area of the game.
Next, I've also added some rotation function while player is moving left and right so it will be smooth in transition and movement effect. While player move to the left, the car will rotate -30 degree towards left and 30 degree towards the right when player is moving to right path. After the rotation, the car will remain back into straight position which is 0 degree if it is in idle condition. The structure development is shown in the image below.
Next, I've added the collision function of when the player interacts or touches the obstacles or other cars it will result in a defeat, follow up with an explosion effect. This is to make the overall effect looks more realistic. The 'TrafficLeft' and 'TrafficRight' is the name of an object group where I use to differentiate the spawning opponent car (NPCs) to spawn in different path and position accurately. This logic structure will be develop in the next DevLog post along with the scene/layer exchange after defeated.
In the future DevLog, expecting a few new features will be added into the game.
Opponent cars (Enemy/NPCs) Spawning Feature
Layer Switching
Cosmic Fantasy Game Display
Also, a video clip of the game showcase that fully covered all of the expected features will be posted in the next DevLog! As always, enjoy the music while working! Feel the beats...☕️
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Racer Elevator Pitch
Title of Game: Starlight Rush.
Game Pitch Description: Starlight Rush is a fast & speedy, cosmic racing game where players blaze through neon-lit asteroid fields, dodging debris and blasting rivals in a race with absolutely cyber style race car.
General Game Control Details:
'A' Key - Move Left
'D' Key - Move Right
'W' Key - Boost Speed/Accelerate
Left Click - Shoot/Fire Bullet
3 Unique Selling Point:
💥 Dynamic Obstacle Zones: Randomly generated obstacles and cosmic hole pulls make every lap unpredictable.
🏎️ Charge-and-Boost System: Risk-reward mechanic where you overcharge your ship to blast forward — but risk overheating.
🛠️ Customizable Style: Unlock parts and visuals that impact both speed and style by achieving it throughout gameplay, creating a personalized space racer.
By working on this direction of game idea, I will be developing the game by separating and progress on different parts orderly. Developing the basic gameplay structure will be the main progress in this project, follow up by the boosting special abiility & other unique features. Each progression will be uploaded to this Dev Blog until fully accomplished.
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DevLog [AS:A] #1 - "Basic Movements & Attacks"
This DevLog will record about the development of the 2nd game project of mine, Asteroid Salvager: ArkFall. In this log, a few basic structures development would be recorded, including:
Character Movements
Attack/Destroying Meteorites
Attacking Effects
Firstly, I've added a "Blue explosion effect" similar to SR:A, where the effect will shows up when player destroying meteorites with bullet attacks, which will be fading out later after some times. This features act as the basic attack for Players to play with in order to survive from getting defeated/crashed by meteorites. As shown below, instead of using 'create object' method (to create bullet after left clicked with mouse), I've chose to set up this feature with 'Fire Bullet' behavior. This is because 'Fire Bullet' behavior can easily adjust and modify the smoothness during attacking process, which could brings up a better gaming experiences to Player to enjoy the joy and satisfaction when destroying tons of meteorites in short time.
Next up, by moving around with the mouse cursor, player can move the character spaceship to the direction where the mouse cursor located at and Left Click the mouse to shoot it (as basic Attack).
Besides, I've also added the health logic to the game. Each time that Players collision (crash) with meteorites, the value of variable will update, which lead to Player's spaceship being destroyed after 10 crashes, and resulted in game over. This events and conditions represent the basic interaction between Player character and meteorites (or enemies in later development).
In the future DevLog, expecting a few new features will be added into the game.
Enemy Interactions
Loot/Reward Drops
Unknown Claimable Attacks/Powers.
Lastly, a short video clip showcasing will also be displaying at the end of this DevLog!
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Asteroid Elevator Pitch
Title of Game: Asteroid Salvager: ArkFall.
Game Pitch Description: Player plays as a rogue salvager scraping through dangerous asteroid fields after a galactic war, competing against rivals while dodging remnants of meteorites (or maybe War Machines...?). Their final mission will be collecting up the rare Nova Fragments scattered throughout the universe to repair the Salvager Ark Military Space Ship - humanity’s last hope of survival, tend to recover the damage of universe caused by the war. There are some remnants of unknown Powers hidden within the void, awaiting for them to explore and collect up for a better and massive upgrades. Can they survive throughout the severe mission, or pay their life in vain in the universe and galaxy...?
General Game Control Details:
Mouse Movement - SpaceShip movement
Left Click - Shoot/Fire bullet
'E' Key - Swap Attack Power
'R' Key - Ultimate Ability
3 Unique Selling Points:
⚙️ Scrap to Survive – Killing enemies/Destroying meteorites will gain a chance to drop a loot. Collect it allows Player to gain a random Attack Power/upgrades.
🌌 Challenging/Explorable Scenes – While attacking/dodging incoming danger within the universe, Players were also required to explore within the void and collect the Nova Fragment in order to fully complete the final mission.
💥 Risk vs Reward – Player can choose to either explore deep and risk death for amazing Attack Power & upgrades or play it safe for modest gains.
By working on this direction of game idea, I will be developing the game by separating and progress on different parts orderly. Developing the basic gameplay structure will be the main progress in this project, follow up by different types of Powers & other unique features. Each progression will be uploaded to this Dev Blog until fully accomplished.
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Dev Log [SR:A] #2 - "Soul Collect & Allies Summon.
This DevLog will record about the development progress of one of the unique and most attractive features in the game Shadow Requiem: Arise:
Soul Collecting
Summoning Ally Skeletons
Ally Skeletons' Attack Function
To create such special features, several functions should be clearly develop. A few ideas had been considered on modifying this feature, such as:
A Soul will appear once the Monster Mobs had been killed.
Player can collect/absorb the Soul when interacting with it.
Player can summon an Ally Skeleton to assist the battle by consuming 1 Soul collected.
Ally Skeleton will assist Player to attack the other remaining Monster Mobs & Final Boss until victory achieved.
The following GDevelop structure shows the detail of how Player collect the Soul dropped from Monster Mobs after they destroyed and summon them as Ally Skeleton. This part requires "variable" feature because Player couldn't be able too summon Ally Skeleton if they doesn't collect any of the Souls, which could be recorded and update in variable list if they did collected some.
Further apart, the structure below displaying about the functions where Ally Skeleton attacks/dealing damages to Monster Mobs. General information, each Ally Skeleton will shoot a bullet to the direction where the cursor is aimed and clicked on [a.k.a. Basic Attack of Player] and deal 1 damage per bullet against the Mobs.
Benefits of these features added:
Allow Players to clear the stage easier with the assist of Ally Skeleton.
Create different types of challenges to Player when they want to kill the Mobs for Souls at the beginning.
Unique & critical thinking/creative gaming experience for Players to play, reducing boring feeling during game play moments.
Concept Based:
The features that I developed in this DevLog has included some basic concepts of gameplay such as 'moment-to-moment gameplay' etc., which can be considered with a few steps during gameplay like 'Aim → shoot → kill Mobs → collect Soul → summon Ally Skeletons → repeat' as the basic routine.
The following short video sneak will be the showcase of the mentioned features!
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Dev Log [SR:A] #1 - "Basic Controls & Attack."
This DevLog mainly records about the development of basic controls such as:
Character Movements
Dash/Dash Effects
Attack/Defeating Enemy
Attacking Effects
Modification of Controls Description
Firstly, I've added a "Purple dashing effect" where the effect will shows up when player click on "E" key (dashing skill) and the effect will automatically disappear after 0.3 second. This ability can assist player on travelling across the dungeon platform easier.
[PS: The minor bug of dashing effect not deleting when player dash to left direction shown in the video had been fixed.]
Next up, by moving around with the mouse cursor, player can aim the direction of shooting sword slashes against the specific direction where the mouse cursor located at and Left Click the mouse to shoot it (as basic Attack). Additionally, there will be a different type of attack - Blazing Blast shooting out when player Right Click on the mouse, which functions to destroy the platform around the dungeon. Hence, players can achieve victory by using different gameplay/strategies.
I've also added some attacking effects where there will be some "Blue-purple explosion effect" occur when the Moon Sword Slash collision with the platforms (or surfaces). This improves the gaming experience and smoothiness logic of the game generally.
This events and conditions represent the basic interaction between Player character and Monsters (enemy). Each monsters have their own Health/Life amount, which represents how many waves of attack they can take up to. For example, I've created an AngelaDemon with "5 HP" (number 5 as their initial variable), meaning that they can take up to 5x Moon Sword Slashes before dead.
To improve the player gaming experience, I've added a "Blast Explosion Effect" as well as "Death Explosion Effect" which occurs when the Moon Sword Slashes interacts with the Monster & when the Monsters being defeated and a "Push Back Force" to fulfill the smoothiness interacting logic.
Example of Video Showcase of Development Update:
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Platformer Elevator Pitch
Title of Game: Shadow Requiem: Arise.
Game Pitch Description: Shadow Requiem: Arise is a dark fantasy action-platformer game where players play as the main character - Kael, a fallen knight seeking redemption in the Abyssal Dungeon. After being cursed by an ancient force, he gained the ability to absorb the souls of defeated monsters and summon them as allies. Being trapped in the depths of dungeon, he must battle his way through hordes of twisted creatures, uncover the truth behind the dungeon’s existence, and confront the Abyssal Boss - Shadow Requiem, an eldritch entity threatening to consume the world. Thus, it’s either Kael break free from the abyss, or he become part of the darkness…
General Game Control Diagram:
3 Unique Selling Points:
Soul-Binding Mechanics: Absorb and summon fallen enemies as allies and assist player in their way of journey against victory.
Creative & Critical Play Method: Think critically and destroy certain parts of dungeon structures when necessary to clear the level.
Moral Dilemma & Multiple Endings: Kael’s (Player) choices—whether to control or free the souls he collects that brings up different impact to the game’s story and determine his ultimate fate.
By working on this direction of game idea, I will be developing the game by separating and progress on different parts orderly. Developing the basic gameplay structure will be the main progress in this project, follow up by the unique abilities of the character. Each progression will be uploaded to this Dev Blog until fully accomplished. As like what the song name stated, I'll Do IT !
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Getting Started - Game Developer.
The first game project I created using GDevelop is a Platformer Game type which consist of a cute greenie Alien acting as the main character for players to control manually in the game. The game also consist of a pinky Alien Mobs which act as an "enemy" who gonna kill the main character if they both interacts with each other. The way to kill the pinky Mobs is to control the main character and step on it.
Throughout this beginning project, I learned about several basic features that is useful for larger project development in future:
Basic character movements, animations, logic functioning flows.
Basic characters collision, platform setup etc.
Later, I had worked on it and played around with a few event features in GDevelop. Here's what I added additionally into this project to make it a bit more detailed:
Basic sound effect for walking/jumping/respawn movements.
Coins collect features and Score board record.
Hero figure (which I drew it myself) that act as ally (not functionable yet).
This would be the very fresh beginning of my journey of game development, and I will be working on my own game project which then will be recorded in the next upcoming pitch post.
(Another post, another favourited bgm to attach with... enjoy! ;) )
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Introduction to My Blog.
My name is Wong Lap Herng. Usually, my friend called me Bryan. I’m from Malaysia, an oversea student from Taylor’s University Malaysia taking transfer programme of Bachelor of Information Technology to Bachelor of Games and Interactive Environments in Queensland University of Technology. Ever since I played a game named Honor of Kings (Chinese version) during that time, I was amazed by this game, and started to create my own version of cardboard game by referring to the concept of this game. Since then, I’ve gained up interest in developing games, and I hope to create and develop my own proper real virtual video game in future rather than simple cardboard game.
(This is one of my favourite BGM based song to listen whenever I'm working on any work progress...)
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