rogedeveloper
rogedeveloper
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rogedeveloper · 16 days ago
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Week 7 Racing game Pitch
Road Rager: In this game you are a player racing down a highway trying to escape doomsday. As you go down the road more and more obstacles appear on the road, and you got to try your best to stay safe! controls: Arrow keys: to move up or down the lanes Mouse click: to destroy at targets in the way Selling points: The game is trying to establish itself as a fast-paced action-packed highway dodging game. By clicking obstacles in the way (1 or many times) it aims to keep the player on their toes while also providing rewarding gameplay while also providing a simple gameplay loop.
Core gameplay: Action packed fast paced gameplay with a simple but rewarding gameplay loop.
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rogedeveloper · 18 days ago
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Week 7 Playtesting and feedback
Generally speaking the second project did not hit the mark at all due to a lack of time to create the needed artwork for it to function. While the core game functionality is there it is not a project I am satisfied with and that is represented in the scores.
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Following this format I received the following scores from Friends and family 4, 3, 2, 2, 2, 3, 1 3, 3, 3, 3, 2, 2, 1 3, 3, 1, 1, 2, 2, 1 Generally with the feedback the general sentiment was. The initial objective was easy to understand. I believe however, that the still mid range scores are due to a lack of finished assets making it harder for people to grapple with it straight away as it didn't follow a cohesive art style. The rest of the scores can generally be grouped into the category of the game being unfinished. As. its hard for any feedback to be positive when there is no bench mark for enemies to show balancing, or different enemies to spice up the gameplay. I think, if anything this is shown that I need to pick projects with a more achievable workload for art and gameplay concepts with the other uni workload that I'm required to do. Otherwise, I'm left unsatisfied with an unfinished game project. As it currently stands the racing the pitch for the racing game is not finished and that will be put in a follow-up post in the next few days.
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rogedeveloper · 18 days ago
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Week 7 Asteroid Post-Mortem
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concept art for planes
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rogedeveloper · 18 days ago
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WEEK 6 Initial progress with the game proto-type isn't' exactly what I desired due to difficulties with other subjects. currently the enemies follow and shoot the player like a fighter chasing them down. Thus, it is required for the player to "turn fight" the enemy in-order to shoot them down which is similar to fighter plane gameplay. Bombers are yet to be programmed. Gameplay screen shots and gifs will be posted in a later dev blog as more progress is made. However, currently there is only the core mechanics which I'm not satisficed to demonstrate with some concept art which will be shown shortly. For interesting mechanics i've recently been toying around with the idea of a combo based magic system It'd be based off the idea that you'd mash buttons quickly to get a desired effect. For example
You'd have 1 = water 2 = fire 3 = Earth When pressed it then presents a new list 1 = Blast 2= Wall 3 = Special spell
Then 1 = small 2 = medium 3 = Large My basic thought process behind this is attempting to create a snappy combo based magic system that puts more control in the hands of the player as opposed to pre-programmed and pre-made spells. If not as combos maybe then as a spell creator where you have confines you can work inside of that allow you to create new spells. Would be curious to get more opinions on this but just been an idea I've been toying around with recently.
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rogedeveloper · 18 days ago
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checkpoint Five: Platformer post-mortem
Its important to reflect back on the first project. All things considered I'm happy with it. I think, although the game itself was a tech demo and a Proof of concept. Everyone that attempted to play the game seemed to enjoy it and I got good reviews for it. I'd like to take the time to make a fully fleshed out level and fiddle around with some of the core gameplay ideas a little more. I do also think that I managed to keep the workload at an achieve bale level. But I could of pushed myself a bit harder to make the levels and enemies look nicer as opposed to the same used sprite over and over. However, as it currently stands I'm happy and satisfied with the product I delivered as a simple proof of concept and would love to pursue the idea further. Or, possibly look to work on it further in a group setting for the later assignment. I also really enjoyed the ability to test around and make some pixel art for the project as I haven't been able to do that in years.
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rogedeveloper · 28 days ago
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Checkpoint 5
Astorid Game Pitch The Original game we were provided by the tutorials was a mining / atorid game and then this is adjusted into a new game Pitch. Fighter Command: Fighter command is an innovative and creative spin on the provided original source code for the asteroid miner. In the game you are a ace fighter piolet World War 2 Your main objective is to shoot down as many enemy fighters and bombers as you can before you get shot down. The game itself will feature two main enemy types, that being Bombers and fighters. Fighters will chase you down around the map and you have to get the turn on them to succeed. Bombers will fly across the map will not chasing you its tail gunner will attempt to shoot in your direction. The game will use the pre-established mouse controls, but also features an "After Bunner/ Afterburners" in-order to gain speed and dodge the enemy. Attached are some photos for historical refrenc
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rogedeveloper · 1 month ago
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rogedeveloper · 1 month ago
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Checkpoint 4/3: Playtesting
Before play testing could occur some final gameplay features had to be ironed out. The following video is a early proto-type of the physics system.
After the final development kinks were worked out a final playable version of the game could be produced and playtesting was conducted in the tutorial and with friends/family. The following is the feedback I got. The numbers are based off the player tester feedback rubric
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4,5,5,4,5,3,4 - The game flowed well and the concept was original and enjoyable! 2,3,3,4,4,2,4 - The game played more like a tech demo then an actual game and further streamlining is needed to make it into an actually full fleshed out game 4,4,4,3,4,3,4 - After I the game was explained to me I understood what to do but was confused at first. The cooldown for the "time stop" also needs to be reviewed. When collecting the feedback and reaching some general conclusions the following can be found. - The game plays more like a "TECH DEMO" than an actual game -The game needs more guidance for the player so that they know what to do -Enemies and physics objects should be highlighted so its clear what can be interacted with -It was a inventive concept but needs further streamlining. With all this feedback, these changes can be made so that a more complete version of the game can be presented for when the group assignments start.
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rogedeveloper · 1 month ago
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Checkpoint 2 CON: Dynamic Systems and Design process
This checkpoint deals with the further fleshing out of the core gameplay concepts and by extension the platformer. Some of the core things highlighted are OBJECTS, ATTRIBUTES, INTERNAL RELATIONSHIPS AND ENVIRONMENT. Breaking down the prior mentioned pitch, the platformer time stopping game would fall into the following. OBJECTS: Enemies, Player, Physics assets. Attributes: Starting positions. Time stop being able to interact with enemies in a certain coded way. Eg, Destroy, Drag, Move, Stop Basic pathfinding. (Back and forwards or Up and Down) Internal relationships: Deals further with the concept of how the "Time Stop" interacts with the enemies in play/on the scene. Environment: Physics Walls, Moving platforms, Platforms. The time stop system also allows for a set of rules to be established. 1. A "GATE" can be dragged up and down. When moved in time stop its forces of gravity are stopped. 2. Enemies move back and forwards in a preestablished pattern 3. Enemies can be destroyed via "Time Stop" by being clicked on. These core concepts help establish a baseline for the game to be further developed off.
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rogedeveloper · 1 month ago
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CheckPoint 2: Games, Play and Pitch
The first week of content deals with the idea of "Gameplay Pitches" which is pitching our original idea for the first game we were to make. That being a platformer. Title: TBD Pitch: A wizard had his eyes taken and left for dead. All he has left is the Orb of time to guide him through the platforming adventure. The orb grants the wizard the ability to stop time and to control orbs that can be thrown at enemies Game Controls: Arrow Directions for forwards Spacebar for Jump R for Time stop D for projectiles S for "Interactable spells" Selling points: Provides a fun twist on pre-existing platformers while keeping it familiar with what existed before. Is an easy and fun game to complete in one sitting. Fun themes and unique level designs Core Gameplay: Fun platformer with the ability to stop time based off a gauge. Future plans: Boss fights, more enemy Varity and more than one level. (Ignore the pixel art I suck at it but find it fun lol) The basic idea was to provide a physics based playground that could be controlled with the usage of a "Time stop ability". Allowing for Gates to be dragged open, projectiles destroyed moving platforms frozen etc. Providing a fun twist to the platforming genre
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rogedeveloper · 2 months ago
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Checkpoint 1: About me
Hey, I'm a fourth year computer science student who's graduating end of this semester (Hopefully). I've always had a passion for game development and playing videogames in general. Since, it's my last semester of university I thought. "what the hell" might as well give it a try and see if I enjoy it.
I've always enjoyed a wide variation of games but as a kid I grew up playing RTS Games (Age of Empires 3, Men of War, Supreme Commander Forged Alliance etc) and as I grew older I started playing more single player focused games (Pokemon Gen 5, Zelda, Mario etc) I've always found games interesting and cant wait to learn some basic game development skills.
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