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Apocalyptic derby
Hiya! Tekobi here! This post explains my apocalyptic derby game's basic mechanics and initial design.
Using the player-centric design approach in chapters 1 and 2 of The Game Design Workshop by Tracy Fullerton, I created my satisfying user experience goal. Players must fight many enemies, which get harder, whilst dodging enemies as each round progress. Players will feel a sense of thrill and happiness using different abilities to defeat enemies as each round progresses. I was recently inspired by an old mobile game I used to play and only started playing again. Smashy Roads was the game.
References:
Fullerton, T., & ProQuest. (2019). Game design workshop : a playcentric approach to creating innovative games (Fourth edition.). CRC Press.
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Apocalyptic Derby - Elevator pitch
Hey you! Yes you! Do you wish for wealth, power or fame? Well, join Junkrox’s 100th year worldwide tournament and become the greatest demolition derby driver of all time! Anyone can join! You play as the son of a former professional derby driver. Enraged at the scorn and defilement of your father’s name, you join the tournament and seek to reclaim your rightful throne.
Game Controls:
WASD for basic movement
Shift for tight steering
P for nitro boost
O to activate power up
3 Unique Selling Points:
Progressive Difficulty – as your score and stage increase, more enemies are thrown at you
Unique enemies – typically, normal asteroids move in one direction. This game will add enemy types that move in multiple directions sporadically.
Fast-paced entertainment – experience chaos as enemies throw themselves at you.
More details about the game:
Target audience: people interested in a post-apocalyptic setting, ages 14+
Game genre: Action-adventure
Game rating: M
Game setting: The game’s world is described as a post-apocalyptic place where the survival of the fittest is a reality—densely populated factory-like cities with looming towers made of scrap and metal. Car derby is seen as a form of glory and knightly conduct.
Concept art:

Some CC0 concept art I found whilst browsing through Unsplash. This kind of environment is what I hope to capture.
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Platformer: Development Post
Hiya! Tekobi here! This post explains the basic mechanics and initial design of my platformer.
After reading chapters 1 and 2 of The Game Design Workshop by Tracy Fullerton, I decided my first step is to establish a user experience goal properly. My original user experience goal was vague. Hence, I intend to clarify that a satisfying user experience goal is essential for a fun game. Players must fight many enemies, which get harder, and progress through levels with a time limit. Players will feel a sense of accomplishment and happiness from defeating enemies and advancing the level as fast as possible. I was a bit puzzled on how to achieve these goals, but thanks to inspiration from a game I was recently playing, I now realise the best way to achieve these goals. Violence and movement. Or rather, the satisfaction of killing something. Doom Eternal was what inspired this creative process. In that game’s core gameplay loop, you kill demons with your weapon and depending on the finisher, you gain resources (health, armour, ammo, etc). Additionally, with the incredibly fast and fluid movement allowing players to easily chain kills, and the continuous maintenance of resources whilst providing satisfying executions (I don’t plan for my game to be that violent), it feels amazing for the core gameplay loop. Hence, my main focus was creating satisfying movement, combat and enemies.
After some testing in GDevelop, I finally got my character to move the way I wished. I've also used pixelated gothic church and cemetery assets to capture the theme and setting I want to show. However, when implementing such assets, I noticed a weird blur effect. I learned that GDevelop smoothens image,s hence I fixed these assets manually in the resource for each one. I also realised how painful and limiting GDevelop can be with assets. Furthermore, I created some other mechanics as well, such as being able to punch, kick and flying kick.
Video showcasing basic movement.
References:
Fullerton, T., & ProQuest. (2019). Game design workshop : a playcentric approach to creating innovative games (Fourth edition.). CRC Press.
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Platformer: Elevator Pitch
Title: Soul Whisperer
Soul Whisperer is an action-adventure platformer game where you play as a monk trapped in a dungeon. You touch a mysterious artifact that engraves into your body, allowing you to see ghosts and spirits. Communicate, control, and absorb wandering souls and spirits to gain powers and escape the dungeon!
Controls:
WASD for normal movement
Shift for running
Space to jump
P for spirit vision
O to commune
I to make a contract
Unique selling points:
Unique upgrades relate to divination, communication and absorption of spirits and ghosts.
Progressive gameplay – new challenges will be added as the player progresses, such as adding a Dullahan, which chases after you for being an anomaly
Progressive mechanics – new mechanics are introduced to threaten and boost player performance to keep the player's interest.
More details about the game:
Target audience: people interested in gothic medieval horror, ages 14+
Game genre: Action-adventure
Game rating: M
Game setting: The game’s world is described as a grim, bleak place where the strong rule the weak. Religion wars are frequent, and all sense of peace is non-existent. During one of your journey exploring as a monk, you suddenly fall into a sinkhole into a dungeon.
Concept art:

Here is some CCO concept art that I found and hope captures the setting I wish the game to be in. In my next post, I will discuss the development of the game.
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The one and only...
Tekobi! AKA Abhay! Hiya lol. I'm a student learning game design at QUT. Videogames have held a place near my heart for a long time. I still remember playing Pokemon Black & White Version 2 when I got my first game console (the 3Ds). Ah, the nostalgia. During grade 10 high school, I took a class on IT and learned Python programming. I was fascinated with games, specifically game mechanics and systems. Of course, I absolutely love games with impactful stories. After all, my two favourite games are Hollow Knight and God of War. I plan to learn the skills necessary to create interesting and impactful narrative games in the future. Right now, throughout this unit, as merely a newbie game developer, I wish to learn the processes and skills to be a successful game developer with an amazing game.
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