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QUT Bachelor of Games and Interactive Design Blogpost – Week 6: Asteroids Elevator Pitch and Asteroids Development Post, Asteroids Post Mortem, and Interesting Mechanic/Book Chapter/Game Discussion

Asteroids Elevator Pitch


The second project is going to be an Asteroids game about a ship or spaceship shooting and avoid asteroids. The overview for this game is that I will create a Star Wars like game where an X-Wing shooting at Imperial Tie Fighters and avoid their blast/attacks. There will be powerups such as double damage, duoblast or triple blast, maybe an aoe attack. It might look like a roguelike shoot'em up type of game but it's Star Wars and there will be different designs for the enemies and player model to choose. Adding highscore for the replayability and challenges for the player to experience.

Game Title: it will be "Star Wars: Starship Survivor"

Player's Role: a Rebel pilot

Primary Gameplay: Rebel Pilot that shoots through Imperial Tie Fighters and trying to survive (until player gets high score)

Genre: Rougelike, Casual Game, Shoot'em Up, Action Game

Asteroids Development Post

So I've made some changes with the starfighters different design and also the powerups drops. I won't add different starighter designs like A wing, B wing, and others because that takes a lot of time and the UI or the option menu for changing the design does not create a significant improvements on the gameplay and only the style of the player's design.

The powerup drops instead the enemy drops it, I made it hover around the screen because player can take a risk of maneuvering around the area without getting hit by the enemies laser and collision.

there won't be a lot of changes this time since the rest of the programming and design still works fine.

Asteroids Post Mortem


so this Asteroid like game is called "Star Wars: Starship Survivor"

Still this is a prototype and not a final product, but the outline history does not have too much detail and effort due to time especially on the in game art and mechanics (a little bit). But it still is a game with functional design.

  • What Went Right: II've created the player (Starfighter) model as well as the enemies model, there are 9 in total which takes a lot of tine but I do enjoy it. I've created the power ups for the player's upgrades which is useful to survive the enemy blast. In addition, there are 3 blaster design (upgrades)  in total which is enough. As well as the high score design so the players have an objective to play.
  • What Went Wrong: I removed the player's option to choose the game's art style like the starfighters and background because I cannot find a good assets for it and don't have enough time to make one. On the other hand, I changed the power ups instead of killing the enemies first then it drops I just make it spawn randomly on the screen and it hoves around the screen to make the programming easier and the player risk more moving around the screen.
  • The Journey Until Completion: I started from the artstyle that matches the design I wanted as well as the camera style on how the player see the screen (which is the top view style). Afterwards I changed a bit in the middle of my progression, removing some ideas because it does not suit the playstyle. Either way it looks good and I enjoy making it.

here is the picture of my game: 


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Week 7: https://itch.io/blog/735829/qut-bachelor-of-games-and-interactive-design-blogpos...