Tid-bit to start off, I noticed the “depth & score” variables start increasing on level spawn rather than when the start button is pressed, not to mention that score hasn’t been fleshed out properly yet either. I’d like to correct this before I continue as they tie into one of the future elements. Tweaking Score:… Continue reading BSc1b – Indie Dev – Devlog 13.04.23
Tag: Indie Development
BSc1b – Indie Development – Genre Research
In consideration of the longer form gameplay loop of my game being hour to hour, I’m thinking about what do other roguelikes do to improve these factors. What do roguelikes implement to increase their fun-factor? Im thinking of Risk of Rain 1 & 2, Binding of Isaac, Dead Cells. This region of rogue-likes I think… Continue reading BSc1b – Indie Development – Genre Research
BSc1b – Indie Dev Research – Element systems in games
I envisioned having elemental affinities in the game and my initial plan for them is a bit of a mess, where resistances and weaknesses are set up on a per-enemy basis where I think it would be harder than it should be to pick up on the mechanics and effectively adapt to it as quick… Continue reading BSc1b – Indie Dev Research – Element systems in games
BSc1b – Indie Dev – Devlog 06.03.23-06.04.23
This is all the development I have documented for the past month, rather than make a series of seperate weekly posts where development was very on-off, I’ll upload this document to cover what I’ve got so far. To start off, I’ve listed some of the core plans I have for the MVP. First-Person game, dash,… Continue reading BSc1b – Indie Dev – Devlog 06.03.23-06.04.23
BSc1b – Indie Dev – GDD Mockup
The initial ideas I had before deciding the GDD For planning my indie dev game, I went through a couple ideas focusing on pushing the boundaries of a ‘single level’ in a 3D space. First Idea was for a digging game where you where you start in a small mine and could dig outwards, so… Continue reading BSc1b – Indie Dev – GDD Mockup