Posted April 07, 2025 by mariano.mora
Hello everyone!
Welcome to our very first devlog for Gravity Gunners. We are multiMGames, a team of three developers from the University of Chile: Matías Cisterna, Martín Avendaño, and Mariano Mora.
In Gravity Gunners, each player controls a planet and must fire projectiles to destroy the other players’ planets. The twist lies in the various celestial bodies and gadgets placed between the planets, which projectiles can interact with. A shot could be deflected by a planet’s gravity, teleported by a black hole, or accelerated by a galactic accelerator, among many other possibilities. But that’s not all—besides the preset maps, we plan to introduce a construction phase in each round, allowing players to select and place obstacles or gadgets on the map to gain a strategic edge. This mechanic exponentially increases the range of possibilities and tactics, making every match a thrilling interstellar showdown.
Prototyping Phase
We’re focusing on defining core mechanics like the planet's gravity, the character's movement around the planets and the shooting capability.
Obstacles and gadgets
In this phase we are gonna implement things like non-player planets, black holes, galactic accelerators, rings of asteroids, etc and how this obstacles/gadgets are gona interact with the player and the proyectiles.
Level Construction
Later on, we’ll design maps featuring different configurations of obstacles and gadgets, ensuring each match feels unique.
Round-by-Round Construction
in this phase we're going to include a phase before each match where players can place new elements or obstacles, to add an extra layer of strategy and variety.
Attached to this devlog you can observe a mock-up of what we hope the game will turn out to be at the end of the development process.