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Dashing Rocket (Triangle Shooter) - FINAL Devlogs

A topic by FutureInspireGames created Nov 23, 2022 Views: 374 Replies: 10
Viewing posts 1 to 10
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FIND WHATS DIFFERENT

It has been a while since my last post! I took a little break from game dev for a couple of months to focus on school work and building a non-profit organization. I'm back now, and I think it's about time to put an end to a project I think has became very successful when looking at how much I've grown from building it. It's Thanksgiving Break this week, and I'll be doing everything I can to polish the game up for release as soon as possible.

To get the game done as fast as possible, I decided to scrap the idea of a combo system. Instead, we're going to balance the game by making more enemies and equipments for the player. Our polish will be me and the team balancing the flow of the game by buffing certain equipments and planning when to spawn certain enemies. Those additions plus the leaderboard system is pretty much all that's left! 

To keep me motivated, I'll try to be making a devlog every other day or so for at least the rest of the week. The pictures above and below are today's work (teaser at the bottom). These next couple of devlogs are going to be the last for this project, so hope you enjoy the content! Thanks for all the support guys!

Development of new generator equipments

Equipments to come...

Finished the bases. Now on to the branches...

Branches will be the harder one because I still haven't abstracted it well; right now there's pretty much no restriction to what you can do, so I need to start making some base classes and writing some abstraction. After this, the equipments that'll be release for version one will be done! See you guys in a couple days when it's done! 

UPDATE

Development is pretty slow but I am trying to find some time every day, even if it's just a little, to work on finishing Dashing Rocket as soon as possible. For the past couple of weeks, I've been refactoring my equipment code to better handle new branch equipment additions. And now, the refactoring is finally finished! Now I can focus on the fun part of designing new branch equipments and adding them to the game!

The picture above is going to be the first of three different branch equipments: the shuriken defense. Because of how I refactored and abstracted my code, making this new branch will be as simple as creating blank scripts that inherit from certain base classes, overriding some methods to add uniqueness, and hooking the correct sprites to the right game objects. It can take days to rework your code, but the end result is rewarding because now you can make subclasses with ease. 

Better practices = Better Results

I really like the night theme of the shuriken defense. I haven't added them into Unity yet, but I know it will look great inside game. These aren't just random colors after all; they're colors that are already part of the game color palette.

More updates will follow after I finish making all the new branches. Stay tuned!

Haven't showed my TODO list for equipments in a while. I already said what I still need to do and what I've already finished, but here's the updated card

Shuriken defense should be checked soon...


Update:

New Equipment Branches are done and new enemies have been made! Just came back from a short vacation trip and would start back development in a couple of days hopefully. A more in depth devlog about the branches, enemies, and game balances will be posted in a couple of days. Winter break has just begun and that means I have a lot more time to develop Dashing Rocket and, hopefully, finally put an end to this long journey. Merry Christmas everyone! 

FORGOT TO MENTION:

The demo for Dashing Rocket has been updated to have the latest features, including all the equipments that we'll have for version one and all the new enemies. Check it out and comment any feedback or review!

Update:

I've decided that I will make a quick gameplay video of the new equipments and enemies after I finish this leaderboard system, so you guys will just need to wait a bit longer. In the meantime, this is a preview of what the leaderboard will look like...now just need to hook this up to LootLocker!

Update: GAME FINISHED

The game is finally done! Version 1.00 of Dashing Rocket is now playable on itch for Windows and Linux! Check out this new gameplay trailer! Populate the leaderboard guys since right now I'm the only player, logged in as the username Flame. Play around with the new shuriken defense branch (we excluded the other branch ideas for now to release 1.00) and try to make the best equipment build to get the highest score!

A little glitchy here and there, but our new enemy AI system lets the enemies be a little more alive with occasional bursts of energy. Gameplay has been fleshed out so that the players have enough time to upgrade their abilities before stronger enemies appear. Currently,  we have five different enemy types, which creates a great 10 to 15 minute game. Because of all the polish, abilities that used to be useless are now showing great value, some can now be considered the best upgrade in the game; in other words, there's now so many new ways to play the game!

What can we expect for the future? We need you guys to play and share our game, so that we can get feedback and continue to add new features for Dashing Rocket. More views and downloads for our game lets us know that you guys enjoy what we created and want more fun! Here's a list of ideas we have in mind if we make a Version 2.00:

- New enemies

- Bosses

- Bullet Hell features

- New map

- New equipments

- Enemy indicator/locator

We have no development plans at the moment, but with your support, we can make these ideas happen. In the next couple of months, I'll be trying out new concepts and figuring out what my first commercial release will be, so follow this account and stay tuned! The best advice I can give right now to fellow game developers is to FINISH YOUR GAMES. Your coding knowledge will always be growing and no system is perfect. But you learn the pros and cons of everything you've built by crossing the finish line. Reflect on the mistakes and execute on the next project; that's how you get better at game development.

Play Dashing Rocket 1.00: https://futureinspiregames.itch.io/dashing-rocket

Happy New Years everyone and thanks for all the support you have given me by just viewing these blogs!

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HAve a happy new year!! You too! Dashing rockets - it can be fun!

Wow nice for you to show up in my thread when the game is finished!

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I just wanted to share with you guys some more interesting gameplay from my finished game. 

You can't really see from the video, but the leaderboard and highscore system works perfectly fine 43 minutes into the game (otherwise I would have been so mad). The technique of just placing tons of blocks around you is a pretty overpowered defense system at the moment, so it's something I'll need to fix if I ever make a Version 2.00. I can be adding enemies to destroy blocks quicker, adding bosses to encourage movement around the map, or I can limit the amount of blocks a player is able to place at a time (upgradable). 

Play and leave a comment about what you think about the game. Share your highscores too!

https://futureinspiregames.itch.io/dashing-rocket