igb120marcusfrohlich11620919
igb120marcusfrohlich11620919
IGB120 Dev Blog
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Submission and GG!
As the semester comes to an end, so does my first journey into learning game development. It has been an interesting and challenging experience, pushing me to expand my skills and understanding of game design. Despite platformers, Asteroid-style games, and racing games not being my usual interests, I found it fun and educational to learn how these genres function and what goes into creating them.
Each project had its unique set of challenges and rewards, from grappling with collision detection in platformers to attempting a modern twist on a classic Asteroids game, and finally tackling the complexities of a racing game. Each step taught me valuable lessons and provided a deeper appreciation for the intricacies involved in game development.
I want to extend my heartfelt thanks to the tutors and teaching staff for their guidance, support, and encouragement throughout the semester. Your expertise and dedication have been instrumental in my growth as a budding game developer.
Thank you, and until next time!
GG!
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Assignment 3 Post-Mortem
Reflecting on the development process of "Warlock: The Arcane Path," we've identified several key areas for improvement that could significantly enhance the game with more time and advanced skills.
Enhanced Enemy AI: Our current enemy AI is basic and lacks diversity. With advanced programming skills, we would develop varied enemy behaviors, unique attack patterns, and strategic weaknesses to create a more engaging combat experience.
Expanded Animations and Visuals: The game's visual assets are repetitive and lack detail. Improved art and animation skills would allow us to create detailed environments, dynamic lighting, and a wide range of fluid character animations, boosting the game's aesthetic appeal and immersion.
Transition to Rogue-like Elements: The game currently focuses on platforming with limited replayability. Transitioning to a rogue-like structure with procedural level generation and a progression system would add depth and keep players engaged over time.
Boss-Type Enemies: Adding boss-type enemies with complex attack patterns and unique vulnerabilities would provide significant challenges and memorable experiences.
Character Variety and Playstyles: Currently, there is only one player character with limited abilities. Implementing multiple characters with unique abilities and playstyles would enhance replayability and allow players to experiment with different strategies.
Addressing Design Issues:
What Worked: Basic platforming mechanics and the introduction of fireball and dash abilities were well-received.
What Was Missing: A cohesive narrative, varied enemies, and more challenging gameplay elements were needed to keep players engaged.
Was It Fun?: Players found the game enjoyable but desired more depth and variety. Adding rogue-like elements, diverse enemies, challenging bosses, and multiple playable characters would make the game more dynamic and engaging.
Overall, while "Warlock: The Arcane Path" has a solid foundation, these enhancements would elevate the game to its full potential, providing a richer and more engaging experience for players.
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Assignment 3 Playtesting
During the playtesting of "Warlock: The Arcane Path," we uncovered several critical issues that need addressing. Collision detection proved problematic in our first and second prototypes, with four out of five players reporting inconsistencies, especially with low placement platforms, resulting in the playable character getting stuck. Additionally, the fireball ability had visual glitches in the second prototype, triggering from incorrect positions and breaking player immersion.
Design-wise, feedback indicated that the initial levels across all playtests were too straightforward and lacked sufficient challenge and variety. Players expressed a desire for more complex platforming sections and varied enemy placements to keep the gameplay engaging. The dash mechanic, while adding a new dimension to movement, was difficult to control for some players, particularly those unfamiliar with platformer games.
The storyline was another area needing improvement. Players noted that the narrative was not well-integrated into the gameplay and suggested incorporating more dialogue or cutscenes to enhance the story's cohesiveness. Additionally, there was a lack of clear motivation for the main character, with players wanting a better understanding of the protagonist's goals and reasons for embarking on the arcane path.
On the asset front, some visual assets were repetitive and lacked detail. Players recommended diversifying the environment textures and adding more unique elements to enhance visual interest. While the addition of sound effects in the third prototype was well-received, some players found certain sounds either too loud or mismatched with the actions, disrupting the immersive experience.
Despite these issues, there was positive feedback on the core mechanics. The basic platforming mechanics were generally well-received, with players appreciating the smooth movement and potential for skillful navigation. Improvements to enemy AI in the third prototype were noted positively, with players finding the enemies more responsive and challenging. The fireball ability, once refined, was praised for its animation and sound effects, and the dash ability, after some acclimation, added depth to the movement system, allowing for quicker navigation and aiding in panic evasion.
From a demographic perspective, platformer enthusiasts found the mechanics easy to grasp and provided constructive feedback on enhancing level complexity. Action game fans, however, experienced a steeper learning curve with platformer movements, particularly with the dash function, and suggested further developing the fireball and dash abilities to cater to a more action-oriented playstyle.
Given the small sample size of five participants, these observations should be interpreted with caution. While the feedback provided valuable insights into the game's current state, more data from a broader audience is needed to confirm these findings and make informed decisions for future development. Additionally, our inexperience with creating action-forward games made adding such elements challenging, as we were limited to more simplistic AI programming.
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Assignment 3 Development Progress
Our group has made significant strides in the development of "Warlock: The Arcane Path." With the initial planning phase behind us, we've now begun implementing new features to enhance the gameplay experience. One of the major additions is the fireball mechanic, which allows the player to attack enemies from a distance. This required us to program the projectile's behavior, including its trajectory and interaction with enemies and the environment.
In addition to the fireball mechanic, we have also introduced a dash ability. This new movement option adds depth to the player's navigation, allowing for quick evasion and more dynamic platforming sequences. Implementing the dash required careful consideration of the game's physics and control responsiveness to ensure it felt intuitive and satisfying to use.
Another critical aspect we've addressed is the system for changing levels. After evaluating several options, we decided on a method that allows for seamless transitions between levels. This system not only improves the game's flow but also sets the stage for more complex level designs and a richer overall experience.
Our weekly meetings and constant communication on Discord have been crucial in coordinating these efforts. Each team member has taken on specific tasks, and our shared GDevelop account has allowed us to integrate our work efficiently. As we continue to refine these new features, we remain focused on creating a polished and engaging game for our players.
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Assignment 3 Group Discussion
For Assignment 3, I joined a group with three other classmates to collaborate on a game prototype. Our initial meeting took place in one of the university's collaborative study rooms, where we brainstormed and discussed various game concepts. After a thorough discussion and weighing the pros and cons of each idea, we decided to develop an adventure game titled "Warlock: The Arcane Path." This game would incorporate platforming elements, a rich narrative, and engaging gameplay mechanics.
To streamline our development process, we created a shared GDevelop account. This account will serve as our central repository for all game files and prototypes, allowing us to make changes and additions collaboratively. This shared platform ensures that everyone in the group has access to the latest version of the game and can contribute seamlessly.
For communication, we agreed to use Discord as our primary channel. This allows us to stay in touch easily, share updates, and discuss any issues that arise during development. Additionally, we scheduled weekly meetings every Thursday from 3-5 pm. These meetings will provide a dedicated time to review our progress, plan our next steps, and address any challenges we face.
Our first meeting was productive, setting a solid foundation for our project. We are all excited to bring "Warlock: The Arcane Path" to life and look forward to the collaborative journey ahead.
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Racing Game Post-Mortem
The development of my racing game was particularly challenging, as it required me to incorporate everything I'd learned up to that point into the game engine. This project demanded the most planning, time, and effort compared to my previous projects. Balancing various mechanics, controls, and gameplay elements proved to be a complex task, testing my skills and patience throughout the process.
If I were to redevelop this game, I would aim to push my boundaries further by using new assets and potentially creating a 3D racing game rather than a top-down one. Incorporating moving obstacles, reminiscent of quick-time events, like a car suddenly changing lanes, could add an exciting dynamic to the gameplay. Additionally, I would consider developing a system similar to Subway Surfer, where players get a second chance after making a mistake. In this scenario, a police car or another pursuer would catch up to the player, giving them a brief moment where a further mistake would end the run. If the player manages to evade for a while, they gain distance and re-enter a safe period.
Despite the challenges, I was quite pleased with the task and the difficulties it presented. It pushed me to plan meticulously, work diligently, and apply all my accumulated knowledge, making the experience incredibly rewarding.
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Asteroids Post-Mortem
Reflecting on my Asteroids game project, I realize that I was too ambitious in trying to reinvent the classic game with a modern twist. This approach significantly complicated the development process, as I attempted to integrate advanced features and mechanics that were beyond my current skill set. Instead of simplifying development and building my fundamentals, I wasted a considerable amount of time struggling with these complexities.
The original idea was to create a more modern and sophisticated version of Asteroids, but this vision made the development process challenging and frustrating. It became evident that sticking to the classic formula would have been more practical. By focusing on the fundamentals, I could have simplified the development process, gained valuable experience, and built a solid foundation for future projects.
If I were to revisit this project, I would first develop my skills further and then consider adding modern enhancements. Making a basic version of Asteroids, true to its original design, would help me master essential game development techniques. After establishing a strong foundation, I could then explore adding modern features and improvements, creating a more advanced and polished version of the game.
In conclusion, this experience taught me the importance of not overcomplicating a project before mastering the basics. Moving forward, I plan to approach game development with a more grounded strategy, gradually incorporating more sophisticated elements as my skills improve.
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Platformer Post-Mortem
Reflecting on the development of my first game, a simple platformer, I recognize that there were significant limitations due to my lack of artistic skills. I had envisioned a more complex and visually unique game for my elevator pitch, but I had to rely on shared assets to bring the game to life. This resulted in a basic platformer that lacked the personalized aesthetic I initially wanted.
In terms of gameplay, my initial lack of knowledge in game development meant I couldn't implement more advanced features. If I were to redevelop the game, I would strive to include all the elements from my original elevator pitch. This would involve creating custom assets to give the game a unique look and feel. Additionally, I would incorporate more complex mechanics such as enemy attacks and specialized movement abilities like dashing and dodging.
These features would add depth to the game, making it more engaging for players. The process of learning how to implement these advanced mechanics would also be a valuable experience, helping me grow as a game developer. Overall, while my first platformer was a straightforward project, it laid the foundation for future developments and highlighted the areas where I need to improve and expand my skills.
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Assignment 2
For Assignment 2, I created a one-sheet for a progression-style space blaster game that builds on the classic Asteroids framework. This project allowed me to dive into my personal tastes, leaning towards rogue-like style games with a focus on progression and dynamic gameplay.
To design the one-sheet, I chose Canva for its simplicity and versatility. Canva's platform made it easy to create strong and customizable designs, perfectly suited for adjustable canvas sizes. The intuitive interface allowed me to focus on the creative aspects without getting bogged down by complicated tools.
The one-sheet highlights the game's core mechanics, emphasizing the progression system that sets it apart from traditional space blasters. Players will navigate through increasingly difficult levels, facing varied enemy types and challenges that keep the gameplay fresh and engaging. The rogue-like elements, such as procedural level generation and permadeath, add an extra layer of excitement and replayability.
Overall, Assignment 2 was a fulfilling task that allowed me to combine my interests with the skills I've developed throughout the semester. It was a great exercise in both game design and creative presentation, and I'm excited to see how these concepts might evolve in future projects.
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Platformer Progress
This past week, I delved into the GDevelop engine for the first time and was pleasantly surprised by its user-friendly interface. I had anticipated writing extensive lines of code but found the engine's visual programming approach to be much more intuitive and accessible.
After a productive two-hour session, here's a snapshot of my progress on the simple platformer game I designed.
I managed to lay down the foundational terrain, enabling our player character to move seamlessly across the platform. Additionally, I introduced an enemy with basic left-to-right patrol behavior and set up a system where the player can jump on the enemy to defeat it.
One issue I encountered was due to a case sensitivity error—GDevelop treats "Right" and "right" differently. Consequently, my enemy initially remained stationary. After correcting this mistake, the enemy began moving as intended. Towards the end of the session, I attempted to implement a double jump mechanic. While I managed to allow the player to jump again mid-air, I couldn't restrict the jump to only once, resulting in an infinite jumping loop. I decided to set aside the double jump for now, but I'm confident that with further adjustments, I can successfully integrate this feature to enhance player mobility.
Looking forward to the next session and continuing to build on this progress!
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Elevator Pitch Racing
Elevator Pitch for "Rush Road"
Project Title: Rush Road
Platformer Elevator Pitch: Rush Road is a thrilling top-down racing game where players must navigate their racer through a procedurally generated highway filled with unpredictable obstacles. Using intuitive left and right arrow key controls, players steer their car to avoid oncoming traffic, traffic cones, and other hazards. The game’s focus is on fast-paced action and quick reflexes, challenging players to survive as long as possible on an ever-changing road.
Unique Selling Points:
Endless Racing: The procedurally generated track ensures no two runs are ever the same, providing infinite replayability and constant excitement.
Simple Controls, Deep Challenge: Easy-to-learn controls with the left and right arrow keys make the game accessible, while the increasing difficulty and variety of obstacles keep it engaging.
Dynamic Obstacles: Players must avoid a mix of other cars, traffic cones, and environmental hazards that appear randomly, requiring sharp reflexes and strategic maneuvering.
High-Score Chasing: Compete against friends and the global community with online leaderboards, aiming to achieve the longest survival time and highest scores.
Vibrant Visuals and Soundtrack: A colorful, high-energy visual style combined with an upbeat soundtrack creates an immersive and exhilarating racing experience.
Basic Controls Interface:
Left Arrow Key: Steer the car to the left.
Right Arrow Key: Steer the car to the right.
Spacebar: Activate a temporary speed boost (if available).
Theme: Rush Road offers a fast-paced, adrenaline-pumping racing experience with a sleek and vibrant aesthetic. The ever-changing road and obstacles create a sense of urgency and excitement, making every playthrough a unique adventure.
Overview: Rush Road is designed to capture the essence of high-speed racing and quick reflex gameplay. With its simple yet challenging mechanics, endless procedurally generated tracks, and competitive high-score chasing, Rush Road delivers a compelling and addictive racing experience for players of all skill levels.
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Elevator Pitch Asteroids
Project Title: Astro Lord
Platformer Elevator Pitch: Astro Lord is a modern take on the classic Asteroids game, where players must defend their space station from waves of incoming asteroids and alien ships. Set in a vibrant and dynamic outer space environment, players control a highly maneuverable spaceship equipped with advanced weaponry and defense systems. The focus will be on implementing strategic gameplay that requires players to balance offense and defense while navigating through increasingly challenging waves of enemies.
Unique Selling Points:
Dynamic Combat System: Players can upgrade their spaceship with various weapons and defensive systems, allowing for customizable playstyles and strategic depth.
Challenging Waves: The game features escalating waves of asteroids and alien ships, each with unique behaviors and attack patterns, providing a constantly evolving challenge.
Visually Stunning Environment: A richly detailed outer space setting with dynamic lighting, particle effects, and vibrant explosions to create an immersive experience.
Multiplayer Co-op Mode: Team up with friends in a cooperative multiplayer mode to tackle the asteroid waves together, adding a layer of strategic teamwork.
Power-ups and Upgrades: Collect power-ups and resources to upgrade your ship’s capabilities, enhancing weapons, shields, and special abilities for greater survival chances.
Basic Controls Interface:
Arrow Keys/WASD: Control the spaceship’s movement.
Spacebar: Fire primary weapon.
Shift: Activate shield or special ability.
E/Q: Switch between different weapon types.
P: Pause the game and access upgrade menu.
Theme: Astro Defense combines the nostalgic feel of classic arcade games with modern graphics and gameplay mechanics. Players are immersed in a vibrant, ever-changing space environment where quick reflexes and strategic thinking are key to survival.
Overview: Astro Defense aims to capture the excitement and intensity of classic space shooter games while introducing new elements of strategy and cooperative gameplay. With its customizable ships, challenging enemy waves, and stunning visuals, Astro Defense offers both a nostalgic nod to the past and an engaging experience for modern gamers.
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Elevator Pitch Platformer
Project Title: Rage Against the TV
Platformer Elevator Pitch: Basic concept of the game would be a combat-oriented side scroller, where the movement abilities are more used for overcoming enemies. The focus will be on implementing a dodging system that allows the player character to avoid damage via integrating invincibility frames into the dash action. The overall theme would be a pseudo cyber-punk style where the enemies are TV monsters with arms and legs, and the player character is a humanoid style character with a digital screen for a face. The theme could be condensed down into the term, Cyber Slasher.
A familiar cyberpunk aesthetic but with a larger emphasis on TV screens or electronic billboards covering the backdrops. Give the impression of TV’s overtaking the landscape. The basic controls interface would be a focus on using simple computer controls.
WAD to control vertical and horizontal movement
Double tapping W to ‘jump’ twice to get a higher vertical move
S control to allow the player to quickly move downwards, possibly as an attack or form of rapid descension
SHIFT to gain a short burst of speed in the players facing direction. This would be a Dash or Dodge action to allow the player to avoid attacks
SPACE to perform an attack with the players selected weapon
Q to switch weapon quickly The idea behind using just a few buttons allows for simplest user interface that is easy to remember and not difficult to master to make it more accessible. The Unique Selling Points.
Dynamic Combat System: allows for the player to switch between equipped weapons on the fly to weave together attacks while utilising dashes.
Level Design: The level design would be a way to allow for increased difficulty, allowing players to choose pathing that leads to greater danger in exchange for greater rewards, while also being able to choose less difficult pathing in order to safely pass through encounters with less risk. The ability to backtrack would enable higher skill players to complete multiple pathways.
Escalating and Refreshing Enemy threat: the game would feature enemies of varying difficulty that offer greater rewards for completion. As well as a checkpoint system that heals players and refreshes defeated enemies, allowing a player to go back and get more rewards.
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Welcome to IGB120
Welcome to my IGB120 Game Development journal! This blog will serve as a weekly update on my journey through the game design class, sharing insights, progress, and challenges I encounter along the way.
Hello, and welcome to my game development journal! My name is Marcus Frohlich, and I’m excited to share my journey through the IGB120 Game Development course with you. Each week, I will document different aspects of my development process, showcasing my work and learning experiences.
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