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Chaos Riders - From dirt and sand to cars and lead ;)

A topic by William7200 created Oct 16, 2020 Views: 1,665 Replies: 22
Viewing posts 21 to 26 of 26 · Previous page · First page

(Update No.17 - 6/11/20)

2nd of November – After our meeting, we looked again at our design/ideation document, to throw some new ideas around and ensure we still understood the direction of the game. As we needed to give our Shooter characters more individuality in terms of mechanics, I suggested that a perk system for them, similar to that of DBD (Dead by Daylight), would be cool. Although there were concerns about whether it was achievable, everyone believed it was a good idea in the end. After discussing the Shooter perks, we made a list for our vertical slice, which prioritised what we needed to do for it, as our vertical slice was due on the 14th of December.

Concept art for the Shooter and Driver character sheets, that would have perks/abilities on the right, the character and/or car model on the left and their biographies on the bottom.

(Concept Art reference - https://www.reddit.com/r/deadbydaylight/comments/goc8le/my_dbd_survivor_oc_i_lov...)

(1 edit)

(Update No.18 - 9/11/20)

4th and 6th of November – Meeting again with our supervisor, there was little to report on, as we were having few difficulties.

Come Friday, we got together and showed off our work. I continued with the GDD, finished the dialogue for our characters and made a plan for the social medias with Conor. Conor implemented the AI for testing and fixed the issues with the online connectivity. Lastly, Oisin and Mayowa continued with the Driver and Shooter issues, as well as the car model respectively. 


An example of the dialogue between our three character Dreagan Max, Cecelia Lock and B.A.D


The AI track for the AI



The list of regions the player can connect to

(Funny story with the regions: Initially, when we first started testing the online, I couldn't connect with my teammates for some reason.  Thinking of a solution, Conor made it so  the player could select their region. The thinking behind this was that it would first check where someone like myself was being connected to automatically, and it would allow players to better find a games wherever their friends were. Testing it again with the region select on, it turns out I wasn't connecting to my team because I was being connected to a Russian server, despite Russia being pretty much on the opposite side of the planet to Ireland.)

(Update No.19 - 13/11/20)

9th of November – Today, we got together over Discord and discussed what we would do for the week. I would continue with the GDD, Social media stuff and Publishing Plan, while Mayowa would add the finishing touches to the car model and texture it. As we needed to make a playable prototype for the following Monday, we discussed with Conor and Oisin what we wanted to have for the prototype.

All agreeing that we needed a workable power up, an input for reversing, some racing mechanics, bullet collision, a respawn system and some other features, we divided up the tasks amongst our two programmers.

After the meeting, we play tested the game altogether for the first time. Rife with bugs, however, we made a bug list and tried to identify what some of them were.

This was the biggest bug we found, where the 4th player joining (me in this instance) was left in the sky being shown the map over and over again.

(Update No.20 - 14/11/20)

11th and 13th of November – Come Wednesday, we met up with our supervisor again. We asked him a few questions on the GDD to ensure that we were on track with it, but other than that, there was little more to say.

On Friday then, we got together and showed off our work. I finished off the Introduction, Narrative Overview and Design chapters of the GDD, while also doing a bit of work on the Devlogs, Social Medias and Meetings. Conor implemented some of the racing mechanics, and Oisin implemented the health for the cars, the ability to shoot for the Shooters and a visual representation of death for the cars, in the form of catching fire. Mayowa then added some finishing touches to the car model.


Car explosion upon death.


Health bar on the AI car.


Checkpoints and starting line that the player needs to pass through in order to win the race.


Mayowa's improved car model in game. 

(Update No.21 - 15/11/20)

Hey Everyone,

With our entry on the 14th of November 2020, we have caught up to our current stage of development. As a result, I wanted to explain a few things to you:

  • Although we are now past the 'Just Started' phase (we’re probably somewhere between 10 – 15% through the development of our game), I can’t seem to change our status here on Itch. If any of you know a solution to this, other than starting a new topic, I would greatly appreciate it if you shared it below.
  • As we are now caught up with our development story, we believe it would be best if we share our continued progress in the form of imagery and video.
  • We’ve also set up a few social media pages for Chaos Riders. A link to them can be found below:

https://twitter.com/RidersChaos

https://gamejolt.com/games/ChaosRiders/549580

https://www.facebook.com/Chaos-Riders-101592815066450

https://www.instagram.com/chaosriders2021/

Lastly, we wanted to thank you for checking out our development story thus far. Over 300 of you have done so, and this means a lot to us, so thank you all again.

Viewing posts 21 to 26 of 26 · Previous page · First page