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November 17, 2018, 02:19:53 PM

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TIGSource ForumsCommunityDevLogsD.O.T - OMG it's so hard to finish my dawn game
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Author Topic: D.O.T - OMG it's so hard to finish my dawn game  (Read 1843 times)
bombjack
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« on: November 10, 2017, 12:46:03 PM »

D.O.T is an abstract arena shooter in which you fight for highscore with good or bad weapons.

Use your skills to pilot the cube through the continuous flow of enemies and bullets.
Grab the yellow orb to get a random weapon; good or bad.

You got a powerful blaster? Perfect clean the arena and relax.
That dumb weapon make things harder? Keep calm and go get another one.

Will you have enough cold blood to surf between the enemies and get that powerful weapon you’re expecting ?

Features:

- Arcade style gameplay
- Random enemies encounters
- Tight controls


« Last Edit: January 11, 2018, 06:56:23 AM by bombjack » Logged

bombjack
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« Reply #1 on: November 18, 2017, 06:48:32 AM »

I made some progress: more enemy types and scoring.

Each enemy has a different score value depending on how much danger they represents.
Each time you take a weapon orb you get a new weapon, good or bad.
It increments the score multiplier and reset it's timer.
When the multiplier timer reach its end, the multiplier is decremented.

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bombjack
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« Reply #2 on: November 22, 2017, 06:58:23 AM »

All the enemies are now in the game!
I have to add more weapons and do the usual game stuff: menu, options etc...

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bombjack
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« Reply #3 on: November 24, 2017, 12:29:59 PM »

First time I deal with video recording. It took me half a day  Embarrassed



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bombjack
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« Reply #4 on: November 29, 2017, 06:00:47 AM »

After viewing

, I wondered how I could transpose those ideas to my shooter game.

The action in D.O.T takes place with the succesion of enemy waves. The different waves are designed to either provide challenge or make the player learn something about the enemies behaviours. If you don't clean the wave fast enough, another one appears and you could easily get overflooded.

Each Doom unit has very distinct characteristics that differenciate it from the others. That's part of what makes the experience so rich and joyful.



The zombie man has a hitscan weapon and is quite hard to transpose to D.O.T. The player has only one health point which nearly prohibit the use of hitscan weaponery. I replaced it by a wanderer hexagon that just moves on the screen without caring about the player. He is as ennoying as the zombie man which is its main purpose.




The imp fire bullets and moves quite slowly toward the player. It exists to force the player to move to avoid bullets. It's perfect for my game where it takes the form of a green gunner  triangle that tracks the player and force him to keep moving.




The demon hunts the player and do melee damage. In D.O.T., the chaser donut moves fast to the player and kills him instantly.




The yellow speeders appear in packs of at least 5 and move very quickly in straight line.  Just like Doom's lost souls does.




The hollow sniper cube incarnates the cocademon. It stays back and fires a nearly constant flow of bullets. You'd better kill it quickly or prepare to die. To add more precision, it targets the direction you're heading. Deadly!



The little red bugs are enemies coming in flock chasing the player. It doesn't move directly to the player.  It kinda orbitate around the player to kill it. Just like the speeders, they appear in their own waves; without any other enemy. It provides a short time of relief just before adding more tension when you see all those bugs charging at you.




The combination of all those mechanics offers a wide palette of possible encounters. It encourages the player to think fast and act fast.
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bombjack
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« Reply #5 on: December 04, 2017, 12:18:25 PM »

Here are some more weapons:



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bombjack
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« Reply #6 on: January 11, 2018, 06:55:48 AM »

I never thought it would be that hard to finish a game.
I made some jam games but it's totally different now that I want to make something really complete.

The issue is that I did all the fun part and it just remains the boring stuffs:
- make sure it could handle any gamepad
- have a title screen and an option menu
- have a pause menu
- and many other boring stuffs...

I'm convinced I have to finish the game because it's fun to play.
But I found myself taking the past month doing reseach for my next game instead of releasing this one.

Moreover I'm asking myself stupid questions like: do I have to invest the 100$ in steam or just publish it elsewhere?
Will someone buy my game? All normal but crazy questions that can make you go mad.

If you have any motivational statement, I'm ready to hear them Smiley

And if you want to follow me on twitter it would be nice to Smiley @bombjackm

« Last Edit: January 11, 2018, 07:02:56 AM by bombjack » Logged

nkm
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« Reply #7 on: January 11, 2018, 11:07:12 AM »

Finish it! You will not regret it.

You will learn a lot from the process of releasing a game on Steam, like making your game robust, giving a clear explanation of your game, creating marketing material, dealing with customers, etc. Experience that will make all your future games even better.

Also, the satisfaction you will get from actually finishing something, especially after periods of low motivation, is priceless. It will make you stronger as a game developer and as a person.



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« Reply #8 on: January 11, 2018, 01:16:36 PM »

You can totally do it Grin Imagine how great the game will feel once you wrap all that great-looking gameplay behind a slick title screen and menu, how legit it will be! More than just a tech-demo, but a shippable product. And the gameplay really does look great, I like how you designed your enemies about the archtypes from Doom!

nkm is right, finishing will make you stronger and better prepared for the next game. Being able to say you've shipped is not something that a lot of us can say, myself included! I hope to be in your position soon Smiley
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bombjack
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« Reply #9 on: January 12, 2018, 01:25:24 AM »

Thanks for your kind words Smiley
It motivates me to finish it.
It's weird to have opposite feelings at the same time: knowing that the game is fun and thinking that it's maybe not good enough.
One day, I decided to play it 15 minutes and finaly played it more than 3 hours in a raw without noticing time passing by.
In a sense, it's good indicator that it's good, at least for me Smiley
Once again thanks for your words.
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bombjack
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« Reply #10 on: January 12, 2018, 06:04:28 AM »

And by the way, here is a video of the beta gameplay.



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marcgfx
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« Reply #11 on: January 12, 2018, 09:19:14 AM »

Finishing a game is about the hardest thing to do Smiley I've been finishing my game for the last 2 years. I thought I was finished after 2 months, that was not the case.

I've watched the video a few times. I think it's very hard to tell what is friend/foe or even tell the difference between shots and enemies. I've had people complain about similar stuff and I've put a lot of work into changing the issue. The problem is, it's easy to tell the difference when you have made it yourself.

good luck!

edit: watched the video again. I guess my critic is not quite so valuable here, as pretty much everything is enemy except for your own shots. I think it was more from a watching point, maybe it's not so bad while playing? I did find it hard to follow the player while watching the video.
« Last Edit: January 12, 2018, 09:28:21 AM by marcgfx » Logged

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« Reply #12 on: January 12, 2018, 11:14:20 AM »

...
edit: watched the video again. I guess my critic is not quite so valuable here, as pretty much everything is enemy except for your own shots. I think it was more from a watching point, maybe it's not so bad while playing? I did find it hard to follow the player while watching the video.

I had this remark several time with the video but never when people were playing it.
I have no idea how to fix this. I debut with video editing.
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bombjack
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« Reply #13 on: January 13, 2018, 01:14:01 AM »

I finally found the motivation to finish D.O.T. but when I updated unity, it screwed everything:
lighting, colors and thrown error on previously working code. It sucks  Cry
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bombjack
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« Reply #14 on: January 13, 2018, 02:12:09 AM »

Got everything back to normal by reinstalling the previous version. Pfieww!  Roll Eyes
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