Dodo.io is going to be an online .io style game that will be a mix between Deep.io and mope.io.
Core conceptThe goal of the game is to create a creature with qualities that allow it to survive in a prehistoric multiplayer landscape.
FeaturesBy eating you gain exp, with which you can level up. For every level up you get an
evolution point. These points can be redeemed to either: 1 Upgrade tiers, 2 Buy abilities, 3 Buy upgrades.
Let's start with the former: Upgrade tiers.
For a certain amount of evolution points that will vary depending on what you want to buy, you can upgrade to a higher tier of dinosaur. This is basically the core concept of the game. These tiers allow you to eat more stuff and give big boosts in damage and HP. Every dino also has a signature ability that massively affects playstyle and make every different dino feel unique.
Then to the second point, abilities. During a play through you can have a maximum amount of 4 abilities. These abilities can also be bought for the evolution points, and the costs will correspond with how impactful they are in what part of the game. If you're lucky there is also a small chance every time you kill someone to inherit one of their abilities that you can choose to accept or not. These will make the game more interesting, and make it possible to run away from an enemy for example, but they won't make as much an impact as the signature abilities.
Finally, the third upgrade system. This affects raw numbers. For example, you can increase your attack damage and speed among others by using these evolution points. People that have played diep.io will probably recognize this kind of system.
ContentI'm planning to add at least 5 different tiers, probably adding up to around 20 dinosaurs, up to 10 if people like the idea and it is supported.
I also want to do at least 20 buyable abilities.
FeedbackThis is my first game, so I would really like to get some feedback, not only about the game itself, but also about this devlog and overall how I'm doing.
Devlog 1, 29/05/22Currently I have a very basic project, where lakes and trees spawn randomly over the map.
This is a very basic image with placeholders that shows what I currently have
I'll show some code showing how they are generated, important to note is that I'm doing this project in godot:
rng.randomize()
#Script that spawns 10 lakes all over the map
for _integer in range(10):
var obj = Lake.instance()
var x = rng.randf_range(-5000, 5000)
var y = rng.randf_range(-5000, 5000)
add_child(obj)
obj.transform.origin = Vector2(x,y)
rng.randomize()
# Script that spawns a 100 trees all over the map
for _integer_2 in range(100):
var obj = Tree.instance()
var x = rng.randf_range(-5000, 5000)
var y = rng.randf_range(-5000, 5000)
add_child(obj)
obj.transform.origin = Vector2(x,y)
This code places 10 lakes and a 100 trees allover the map. I'm not completely sure yet on the balancing and the map might be a little small, so this might change once the game is actually playable.
I'm not sure code really a good idea so I'm not gonna bore you with more details about it unless you ask for them.
From now on I'd like to keep up these blogs weekly.
Again, feedback is much appreciated and see you then!