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Dashing Rocket Devlog #3

A topic by FutureInspireGames created Jul 02, 2022 Views: 249 Replies: 7
Viewing posts 1 to 7

Maybe an hour behind schedule, but Dashing Rocket (Triangle Shooter) has finally reached Devlog #3! Today we will be mostly talking about the new equipment system and the future of this game. I was thinking this devlog will be short, but I think it'll be pretty long since we haven't had a major update in a while.


Abilities

Before I go into depth on the new equipment system, I wanted to list all the abilities that are currently in the game (not all can be accessed by the player yet):

- Player Health

- Player Max Health

- Build Box Health

- Build Dimension

- Player Speed 

- Player Fire Rate 

- Player Ammo

- Reload Speed

Many of these upgrades increase their value randomly every time they appear in the shop. These upgrades set a percent value at the beginning of the shop's lifetime and increase their specific attribute according to that percent on upgrade. For example, the health upgrade can increase the player's health by 10%-100% (increment by tens) of its max health. By randomizing our percentage every time we enter the shop, we address our goal of making our game a bit more "luck based." We also make the game more interesting by making our upgrades more dynamic. 

The new shop system works in parallel with the level system. You cannot manually activate the shop anymore; instead, the shop is automatically activated when you level up. When the shop activates, the player can select from three randomly chosen upgrades. Once the player decides which upgrade they want, they can select and confirm it to apply, which will in turn deactivate the shop until the player levels up again. The shop system is still not completely done yet, so we won't show any images of the product yet.

Enemies

We have one new enemy to our game so far: Fast Enemy (pretty obvious what it is)

We haven't had that much time to work on enemies, so we will probably work on many of them after the demo is released. In other words, the difficulty of the demo should be very easy (if not we'll have some problems).

Equipment

Let's try to keep this straight to the point.

We have four components to our rocket: Base, L Branch, R Branch, Generator

Before we enter the game, the player can equip different components to make up their rocket. Each component does something different in the game; they each impact the game in a different way.

Each component has a theme for what it does in the game:

    Base - Increases the percent value of a certain upgradable (i.e. increases the value of a certain upgrade)

    Branch - Unleashes massive strikes on the enemy waves 

    Generator - Increases the start value of an upgradable (i.e. player speed)

In order to make sure these themes/rules are followed, in my code, I try my best to make the base classes encourage these themes. I try to make the base classes do most of the work to reach these themes, so that all my derived classes don't need so much code. My system encourages me, the developer, to write code according to my rules because my base classes point towards that path. I am more likely to write code according to the rules if it is easier for me and takes less time. In coding, there's a limit to how much you can restrict, so I can technically create a generator that shoots machine guns in all cardinal directions, but my architecture can act as a mental restriction by showing me an easier, more convenient, and overall more beneficial route.

Conclusion

Unfortunately, we will be pushing the demo back a few days because we found a critical error in our project today. I was able to fix the error, but the cost was some of our progress on the shop system (kind of the reason why the shop system "isn't done yet"). We are reaching the end; we are so close. When our demo releases (and I'll mention this again later), I want to know if it is worth investing more time into this game (i.e. to add more equipment, add more enemies, etc.). I want to know if this game has potential to be fun and exciting. Well, it'll be a discussion again when the demo releases in a few days (hopefully)...

Update:

The Reworked Shop System is almost done! I will be posting a blog tomorrow to show you guys how upgrading in our game will work. I love how our game is looking right now. Whenever I upgrade my abilities, I instantly see the results in game, which is so satisfying. I just realized that I haven't made a post with an actual video in a while, so tomorrow, you'll see a visual demonstration along with the details.

While talking to my team yesterday, we thought of a new system that might be interesting to add into our game: a "grinding system..."

Update:


We actually didn't have time to completely finish the shop system today, so a full display will be pushed back to tomorrow...

We got 95% of the icons finished and we still need to add descriptions for each upgrade.

Tomorrow will just show you guys what the full shop looks like in game and how to navigate it. What the shop is about was already previously discussed, so tomorrow I'll just be reiterating the main points. 

I think the new shop system really makes a positive impact on our game. The icons that were all designed by my teammate are amazing; I especially like the middle icon. They are simple and straight to the point. The icons are nothing complex, which fits the game's style. This just goes to show how simple graphics can really look good if it's consistent with its surroundings. 

WE HAVE A GUARANTEED RELEASE DATE FOR OUR DEMO: JULY 8

Whether the game has bugs or not all the systems are properly in place, we will have something playable for you guys to play. We want your feedback, whether it's positive, negative, obvious, or surprising! July 8 will be the last day before I will leave for vacation for 2 weeks. Development might still be possible at that time, but I wouldn't count on it. I say vacation, but I'll be studying at a college...

(+1)

So you are moving by development process. IT is adescription of development. And demo will come very soon! Waiting!

Yup, thanks for the support!

Update:

Welcome to the showcase for the new reworked shop system! In this blog we'll just breakdown what happens in the video.

Level System

At the moment, the player starts the game with the exp limit (the amount of exp you need to get in order to level up) set to 10. Once the player reaches the limit, the game will add 20 to the limit (for now) and will open up the shop system. Along with opening up the shop, we do all the other technical stuff behind the scenes, like disabling your movement, pausing time, and disabling your ability to spawn blocks. 

Obviously, the player's exp can be seen at the bottom, which was simply created by making a long slider with a cyan fill. The post processing (bloom) upgrades the look of the slider, making it look a lot more professional.

 Shop System

Three abilities/upgrades are chosen at random when the shop opens. When you click on an icon, the name and description of it pops up in the empty space. 

Like mentioned before, the percent that an upgrade increases by is chosen at random, so upgrading a certain ability multiple times will increase your value by different amounts each time. Keeping this in mind, it is important to read the description of the item, and make sure that you are getting a good deal for this pick!

With this concept in the shop system, we hope to make players think about the future and think about what they should buy in order to progress into a further stage of the game; a player might sacrifice an upgrade that can be useful at the moment (i.e. health) for a rare deal that will save them late game.

Conclusion

These are the design thoughts that I had when I was creating these systems. Hopefully you were able to learn something new today from my blog. Let me know how you guys liked this type of blog explaining the design philosophy behind the systems. Everyday, we are getting closer to the demo release; we are almost there...

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Update:

Today, I finished building the score system! Now there's an actual reason for someone to keep playing the game. I play tested the game a bit, and the first minute is hard to survive (or maybe I'm just bad); I'll be flushing out the difficulty so that the demo can be a solid 5-10 minute run. Tomorrow is essentially the last day for me to get work done on the game because the day after that will be the day I pack for my trip. 

Stay tuned in for tomorrow because I'll be talking about all the new systems that will make it to the demo, and I'll let you guys know a little secret: how the score is calculated (for now at least).

Whoever stays around for the next blog will have a real advantage to place top for the demo!

Did I mention that I will give a shout out to the player (i.e. YouTube channel, Twitter, Facebook, Instagram, etc.) with the highest score in the demo?

Update:

No footage for today because it is getting late. All the footage will be on the home page of the demo tomorrow.

Alright, it's late at my place, so lets run through all the new systems:

- New Score System

- Created a full game loop (i.e. game over screen)

- Polished Scene UI

- Recalculated Score

Score System Calculations

We have a couple different factors that affect the overall score the player gets after they die:

- Time

- Kills

- Max Health

The first two seems obvious, but what's Max Health? We wanted to discourage players from continuously buying health upgrades to last longer in the game. Instead, we'll reward those who are able to survive for the same amount of time but with less max health. The calculation (for now) goes something like this:

We have a starting bonus of 30,000 points. At the end of the game, we divide this starting bonus by the current max health of the player. We will start with 3 HP, so if players can survive longer without a max health upgrade, they will get a 10,000 point bonus to their score!!! THATS HUGE! Look at what happens if you buy the upgrade to make your max hp 5: your bonus will only be 6,000. There's a big gap, and we'll be doing this type of bonus system to encourage certain types of plays over others. 

Current Best Upgrades To Start With

So I've been playing the game for quite a while (obviously), and here's a quick list of the most useful upgrades to start out with (no particular order):

- Ammo Upgrade

- Reload Upgrade

- Player Health Upgrade

- Block Health

- Player Max Health Upgrade

These five upgrades are the ones I think are currently useful in order to even survive for a minute. I think our demo will be a game where the majority will die in the first minute, but that's okay. For one, it is a demo. And two, it encourages players to play again to try different strategies and get a higher score. I'm being kind of bias, but I always want to click the replay button after I die because I just want to beat my high score!

Conclusion

So this is the blog where you can get a real advantage in the demo "competition." Remember, I will be giving shout outs to the top high scores. All you need to do is screen shot your score and post it as a comment. And of course, comment down any bugs you find in the game. I found a few, but I don't think I'll get to fixing them before the demo because they aren't anything that game breaking (there's always a way to get out of them).

As I'm writing this blog, it is midnight already. In other words, today is the day of the demo! I can't wait to post the work me and my friend have been working on for a couple months now. I've been working with Unity for two years, but I've never created a project where I felt like I can put all my coding knowledge on the table. This project is so much fun, and if it's worth it, I'd love to continue...