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TIGSource ForumsCommunityDevLogsCarnage Quest - Roguelite twin-stick shmup
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Author Topic: Carnage Quest - Roguelite twin-stick shmup  (Read 2397 times)
mark_CRG
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« on: January 28, 2018, 02:02:14 PM »



Current State




Roguelite twinstick shoot 'em up centred around combing different parts into devastating weapons

Features
  • Waaagh!  Twin-stick roguelite shooter
  • Cheesy  Customize different parts of your weapons
  • Well, hello there!  3 Worlds with 9 stages each plus boss fights
  • Who, Me?  Gain weapon parts through playing
  • Hand Any Key  Xbox controller or Keyboard/Mouse







Updates

1. Alpha Features List
2. Alpha Weapon Parts
3. Weapon System
4. Pivot!
5. Scope Creep
6. Latest Screenshots
7. Cursed Idols
8. Level Up System
9. Enemy Rehaul
« Last Edit: April 09, 2018, 04:19:39 PM by mark_CRG » Logged

Josh Bossie
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« Reply #1 on: January 29, 2018, 12:10:40 AM »

Reminds me of games I used to play in Computer Lab back in school. Not necessarily a bad thing!

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mark_CRG
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« Reply #2 on: January 30, 2018, 07:11:17 PM »

We'll take that as a good thing then Grin

Cheers!!  Hand Metal Left
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mark_CRG
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« Reply #3 on: January 31, 2018, 12:35:08 AM »

Alpha Features List

EDIT: as with all gamedev we changed our game genre from a laid out levels -> roguelitey
this list is more or less irrelevant  Smiley

Plan to get this list done by March 6th in time for our local game dev meetup (about a month from now)  Coffee

Art + Design
  • 3 Main enemies
          - Each of those enemies has 3 varieties
           - 9 different enemies in total
               - Ram Car
               - Turret
               - Bomber
  • Weapons
          - 5 x Ammo
           - 5 x Barrels (1 left!)
           - 5 x Loaders
  • Boss stage
          - About 10 min long
           - Attack patterns
           - Boss mechanics
  • Background
          - 1 x Road tile that loops
           - 3 x Aesthetic pieces to randomly add to road
           - Pothole
           - Roadkill
           - Tiremarks
  • 9 x Normal stages
          - Each stage is about 12 to 15 waves
           - Each stage should have 3 to 4 unique waves
           - 30 to 35 x unique waves
Stage 1 Stage 2 Stage 3 Stage 4 Stage 5 Stage 6 Stage 7 Stage 8 Stage 9



Programming
  • Assist with enemy wave editor, make sure no problems
          - Provide tools to make design easier
  • Display stats for stage end
          - Time took to complete
           - Enemies defeated / total
  • Player picks 1 of 3 random weapon parts (1 of each type)
          - Weapon parts are picked from that worlds weapons that the player does not yet own
  • Any choices not picked become available in the shop to purchase
  • Then show option to go to next stage or back to menu
  • Only show the weapons the player has collected or bought in the Garage
  • Only show weapons for sale that the player has unlocked
          - Player should be able to buy this with their money
  • Save weapons that the player has available in their inventory
  • Save weapons the player has unlocked in the shop

Hand Point Left  Grin  Hand Point Left  
« Last Edit: March 05, 2018, 07:01:15 PM by mark_CRG » Logged

mark_CRG
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« Reply #4 on: February 02, 2018, 04:31:08 PM »

Alpha Weapons Parts





« Last Edit: February 07, 2018, 02:08:46 PM by mark_CRG » Logged

andyfromiowa
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« Reply #5 on: February 02, 2018, 05:19:09 PM »

I like it!  The shading on the car and parts is quite nice once you've zoomed in on it.

This reminds me of the top down car demo that used to come with Game Maker back in the day.  Street Racer?  Road Race?  Something like that.  There wasn't much to it, but I had lots of fun adding crazy features until it became unplayable.

I'm curious to see how this progresses.  Keep it up!  Smiley Hand Thumbs Up Right
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mark_CRG
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« Reply #6 on: February 02, 2018, 06:49:28 PM »

@andyfromiowa Thank you!

that's interesting you say that, i should check it out, even just look at some game play videos  Hand Thumbs Up Left

we'll be posting regularly (hopefully) and plan to actually get it done, wont disappoint you  Gomez
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mark_CRG
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« Reply #7 on: February 05, 2018, 05:28:50 PM »

Scrolling Road

One piece we got done is the refactoring the scrolling road script.
There's a few different ways to approach it in Unity (InvokeRepeating(), Coroutines, Time.Delta usage etc...)
I relay like the DoTween(free) plugin and recommend it whenever I can.
So I used the tween system to check when the tile is ready to spawn the next one.
It's setup so that when we have the assets ready, we can drop in different random aesthetics like
roadkill, potholes and tire marks





Cheers!
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mark_CRG
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« Reply #8 on: February 08, 2018, 02:17:35 PM »

Modular Scrolling Pieces

Showing the initial parts of our scrolling road.
We want to add more various bits and pieces like roadkill and oils spills,
I think it's too fast to make them affect the gameplay but
we'll definitely add sound effects when you run over different things Smiley





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mark_CRG
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« Reply #9 on: February 08, 2018, 04:36:59 PM »

Weapon Combinations

CARnage Quest has 3 types of weapon parts for each of the 2 guns on the player.
  • Ammo - dealing damage
  • Barrel - bullet movement
  • Loader - extra effects

Unlock different parts throughout the game and see how they can work together

Laser Ammo                                    SpreadShot Barrel


Laser Ammo + SpreadShot Barrel

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mark_CRG
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« Reply #10 on: February 09, 2018, 02:16:01 PM »

Sprint 3

We are doing 2 week sprints, Monday 12th Feb will start our 3rd sprint.
Gonna be focusing heavily on the 'stages' and boss level



We have a rough 'Stage Editor' of sorts, where we can place sets of enemies.



Managed to get one solid stage done and wrapped that into a really early playtest demo.
We also really want to get the boss stage designed and programmed in, at least as a first iteration.
Unfortunately it only exists in design docs and our ideas No No NO ...for now! concepts coming in soon  Hand Thumbs Up Left


Cheers!
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mark_CRG
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« Reply #11 on: February 13, 2018, 02:02:07 PM »

We pivoted our design



We had early planned to have 3 worlds with 9-10 stages in each one.
That works out to be too much design/artwork and testing for the time frame we have.
When initially also planned to start the player off with no weapons and then after each stage
(about 4- 6min) gameplay, then they get one weapon.

In a game about many weaspons, that's just too slow.

When it comes to playtesting weapons we have builds that unlocks all the weapons for the player, which is not how the game is actually played. For better playtesting and more fun times we decided to have less emphasis on story and get the player into the action faster, hence why we're pivoting our direction to be roguelike now.

We're going for a controlled random stage design, having testing 'waves' (like rooms in other dungeon crawlers), we then set the stage to pick an amount of these set rooms. For now we're starting with having rooms defined by enemies, (enemy types are: Ram Cars, Turrets, Bombers).



e.g.
Stage 1: 5 x Ram Car Rooms,2 x Turret Rooms,
Stage 2: 4 x Ram Car Rooms,3 x Turret Rooms,1 x Bomber Room

later we will add more properties to the rooms to (number of enemies, difficulty, direction) so that we can finely tuned the randomness

e.g.
Stage 1: 3 x (easy)Ram Car Rooms, (hard)1 x Turret Rooms,
Stage 2: 2 x (w/ 4 or more enemies)Ram Car Rooms,2 x (w/ 2 or less enemies)Ram Car Rooms, 1 x (from below)Bomber Room


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mark_CRG
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« Reply #12 on: February 22, 2018, 03:38:30 PM »

Scope Creep

This is probably the hardest part about game development.

We want to finish our game, with high quality and release it on the store, we've aimed for a certain price and a certain amount of sales that mean we can continue to update the game post-release. However given the deadline we have this year it means that we have to cut down the amount of content in the game. The core mechanics are there still but having less content drops down how much there is for the player to find and explore within the bounds of the game (for the roguelite genre). With that said we want to go ahead with an Early Access release to show that it's not complete, that there is more content on its way.

EDIT: Actually we're gonna aim for a full release, polishing up a short experience (3-4 hours?) and from there add more content.

have some gifs Smiley









 Gomez
« Last Edit: February 28, 2018, 11:57:49 AM by mark_CRG » Logged

mark_CRG
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« Reply #13 on: February 28, 2018, 12:12:51 PM »

Latest Screenshots

I still want to update our progress however we're in a mad rush to aim to finish our new alpha by the end of April.
So instead of words, here are some good old screenshots! Shrug













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mark_CRG
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« Reply #14 on: March 05, 2018, 07:24:20 PM »

Cursed Idols


We're crunching hard to try get all our alpha content in before the end of April still.

So far we've added our "Cursed Idols" system. Every few stages the player must make a choice between 2 "Cursed Idols", these modify the gameplay for that run, each one has a positive and a negative effect, here are the ones we have so far:


Big boi:
  • Bullets are 20% bigger
  • But 20% slower

Rage:
  • The lower your health is the more damage you do
  • Enemies deal 20% more damage

Microscope:
  • The player’s car size is 50% smaller.
  • 50% max health

Gold coin:
  • Double scrap pickup
  • But scrap lasts half as long on screen

Magic Ammo:
  • Gain ammo over time
  • Half the amount of ammo dropped

Gun shy:
  • You take 50% less damage from enemy contact (not including explosions)
  • But more 50% damage from bullets

cheers!
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mark_CRG
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« Reply #15 on: March 06, 2018, 01:07:09 PM »

Level Up System

In the game you can collect 'scrap' that can fall from destroyed enemies
Then in the 'Garage' (see below) you can go to the 'Shop'and spend your scrap to buy:
  • random ammo
  • random barrel
  • random loader
  • skill point



We decided to get rid of the shop and make scrap automatically add up into a 'level'
When you level up, you get a skill point.
You still get a choice of a random weapon part at the end of each stage

This is for a few reasons:
 1. During playtests, people were only buying skill points
   might aswell make this automatic if there is only one option
 2. Still need to do all the artwork/animation/UI/UX for the shop
 3. During a second run through, if a player like a certain part
   they would stock up scrap to buy keep trying the shop
   and we'd soon run out of that part in the shop
 4. Due to the above reason this encourages the player to stick with
   their favourite weapon instead of trying new ones (not what we want)
 5. It's one less screen for the player to go to, improves the flow of the game



Cheers!
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mark_CRG
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« Reply #16 on: March 13, 2018, 01:40:00 PM »

Enemy Rehaul

We finished the programming work of the new 15 weapon parts, the last 5 are getting their artwork done.
Once all the weapons are done we'll do a big post about that!

During playtest sessions of the recent changes we've implemented like:
* Removed the Shop (could buy random weapons and skill points)
* Item Drops (enemies drop health and ammo)
* Level System (collect 'scrap' from dead enemies to level up
                each level gets a skill point)
* Cursed Idols (random game modifiers)

Item Drops

There are some adjustments we need to make to some of the damage/speed/etc values of the weapons,
but besides that it's being received quite well!

The next part of the game to address is the enemy design, some time ago we implemented very basic enemies:
Ram Car:    moves across the screen and damages on contact
Turret Car: stays on the screen (stationary or moving side to side) and shoots at the player
Bomber Car: follows the player slowly and blows up on contact or death

//TODO: These Enemies...

So we designed 10 more unique enemies as well as giving the old enemies a bit more variety in their movement patterns.
Along with that we've rehauled our 'waves' (like rooms in a classic dungeon crawler) to have more purposely designed enemy placement.
We're trying to incorporate the different tropes of the weapons into the design of the enemies.

Early 'Easy' Enemy Waves





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« Reply #17 on: April 09, 2018, 04:21:38 PM »

World 2

Got our second world enemies up and running!
We're rocking placeholder art for now, will update when the finished sprites come in Smiley





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