Welcome, Guest. Please login or register.

Login with username, password and session length

 
Advanced search

1411504 Posts in 69373 Topics- by 58429 Members - Latest Member: Alternalo

April 25, 2024, 06:16:46 PM

Need hosting? Check out Digital Ocean
(more details in this thread)
TIGSource ForumsCommunityDevLogsRamo - a competitive tree building game
Pages: [1]
Print
Author Topic: Ramo - a competitive tree building game  (Read 367 times)
overgrowthh
Level 0
*


View Profile
« on: March 28, 2020, 09:39:49 PM »

Hello! This year, me and some of my great friends at University of Michigan enrolled in the EECS 494 game dev class: it's a semester-long project based course in which you have to develop and publish a full experience for everyone to play. While searching for an idea, we came to realize that we really wanted some kind of novelty aspect to the game, so this is what we came up with:

Ramo is a fast-paced competitive 1v1 experience, in which players have to grow a tree to the top. Along the way, players will have to fulfill multiple objectives, fight off their opponent's attacks, and disrupt the other player's attempts to grow their tree.

The entire game is constantly changing, and none of the assets are final, so keep a close eye to see our devlogs while we finish up the game! Thanks Smiley



For downloads, please visit our itch.io page!
Logged
overgrowthh
Level 0
*


View Profile
« Reply #1 on: March 28, 2020, 09:40:54 PM »

Dev Log 1: Alpha Ideas

After the latest round of playtesting, we've discovered a number of issues surrounding our game that we're planning to improve for the alpha build.

Our current top priority is to make the game longer and more competitive. The reason for this change is because a number of playtesters commented that as the game stands, the most optimal strategy is to just build straight to the top. We plan to fix this by adding a number of objectives to build to versus just the finish line in the current build, and also change the game from being a best of 1 to a best of 3 game. This will make the game both longer, and more enjoyable, as it creates the opportunities for come backs.

Another change that we're going to make are to bombs - currently, there is very little incentive to use them. In addition, our control scheme for the bombs is fairly difficult to use: so we're going to clean up the controls surrounding the bombs to be more responsive, and lower the costs of bombs for players. This is a difficult change because we don't want to make the bombs too overpowered. 
Logged
Pages: [1]
Print
Jump to:  

Theme orange-lt created by panic