Posted January 20, 2019 by notapixelstudio
#local-multiplayer #superstarfighter #co-op couch #godotengine
Today we want to show you guys what we have been working on in the last months.
After joining a few game jams, we wanted to dedicate our time on completing a full game, starting from the #devtober challenge. So we wanted to focus on one of our games and make it leave the prototype zone.
The game who chose would be the one is: SuperStarfighter. A free game, developed with Godot Engine.
SuperStarfighter got its first release (pre-alpha) the 1st of November. It was an idea started in the early 2000 and at the beginning it was supposed to be a fighting game (that's why the name `fighter` in superstarfighter). Now it's seeing the light.
From the pre-alpha we managed to get some really useful feedback (FIRST lessons: Feedback is important). We will try to fit in this devlog the most important lessons we learned, as well as the biggest improvements from the first internal version.
The codebase was largely refactored: No singletons anymore (they were causing more bugs than expected), Better structuring of our game structure (thanks to Pigdev and NathanGDQuest tutorials ) - Community is important. More focus on signals and passing information from node to node.
We didn't want to develop just a classic "just kill everyone 'till only one survives" game. What we didn't like about this concept is the downtime experienced by players being killed, waiting for the next match. We were looking for something that kept the downtime to minimum. And then there was the scoring mode. Which one to use? Which one works better? Which one keeps the game fun? We came up with the Keep the Crown mode:
... So ... let's the new wave of playtest .. begin!
and thanks for trying the game.