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One Week, One Game: Road Rage Rumble

A topic by MagusCurt created 7 days ago Views: 76 Replies: 2
Viewing posts 1 to 3
(1 edit)

Road Rage Rumble - It will be a beat em up game. More of a prototype than anything.

There will be no cars in the game.

Instead, the main character will be a cop who is sent to stop a rebellion by the mad, sentient street cones - don't think about it too much. I sure as heck didn't - and restore the peace in the streets.

So far, I decided to do it backwards from the norm. I went ahead and made the game assets first. Below is the basic look of the game: 


Jim (that's the cop's name) will have a three-hit combo. The cones will of course have an attack too. While the enemy attacks by themselves are not too threatening, I plan to add in a feature where you get knocked down if you get hit too much. (This won't be the case for attacking enemies regularly, I'm beyond sick of stagger gauges). Getting knocked down would be bad for you. The street cones will try to stomp you out.

I think making the assets and animations will be the hardest parts, but I made some progress with those too. Look below:






 I aim to have at least one basic side scroller level. A boss would be a major plus. But the main things I want to explore in this game are asset generation, UI design, and hitboxes.

Drawing assets (drawing in general) drains me mentally, UI design is not too bad, but in recent projects I worked on, hitboxes kicked my rear end... And that's THE THING you'd think any half way decent game dev can code in their sleep, so I'm very interested in wrapping my head around setting them up in Godot. Thus, I chose to make a beat em up, which is a game genre that's pretty much all hit boxes.

 I understand most of the basics, but I'm unsure what to do with temporary invulnerability, knockback, or disabling attacks. What approach do you guys take?

To animate this stuff, I used OpenToonz. And tbh, it's a bit of a frustrating program to get used to. I don't feel like climbing the learning curve with other programs, so I'm sticking with it, but the general UI just doesn't seem all that intuitive to me. 

My current goal is to get a basic background loop going. I also want to get some player/enemy attacks done asap to really start things off. 

My GENERAL goal is not to release the next Elden Ring, or even the next Battle Toads, but to simply get comfortable with just starting a project and completing it. I call this "getting pass the blank canvas syndrome". So, the game won't be impressive by any margin, but this exercise helps me gain a deeper understanding of the game dev process.

After the completion of this project, I'll be sure to note down the biggest struggles I faced, and things that were surprisingly easy, as well as stuff I should work more on.

So again, I'm aiming for completion of this project to be next Sunday June 1st, 2025. If I miss this deadline, feel free to DM me clown emojis; It would be well deserved.

I will try to update this page daily. Wish me luck. And let me know what you think (about my art style, general plan, and questions). 


May 28th, 2025

So, the player movement is still in progress. I got parts of it down, but certain things, like moving Jim as he attacks took me a bit to figure out.

This is just another case of seemingly simple things taking a lot longer than anticipated (due to me not understanding the general rules and workflow of Godot more than anything)

No pictures or videos today. It will be for the completely wrong reason, but I need to start a YouTube account, just so I can upload videos and embed them to this forum.

Ironically, my biggest frustration so far is getting a video, or gif of my progress in. It's surprisingly difficult to find a good screen recording software that records the screen, and does nothing else. Window's game bar can't record Godot's game window for some reason, and a lot of time went to finding an alternative software.

And guess what? Even after finding one, I can't upload any large gifs or videos to the forum, unless I have a YouTube account.

And I'm venting all of this just to really express how many components go into making and showing off a game, and how many things could easily go wrong. 

But hey, I have an ... interesting task tomorrow - set up a YouTube account. I gave it some thought for a while, but here I come. This is by far the dumbest reason that gets me to finally go for it, but hey, we out here!

I'm going to be doing updates via new posts now. I thought about keeping everything in the original post, but this way seems to make more sense.

So, main update: we now have some angry and aggressive street cones!

So far, there are no hit boxes or anything, that will be my next endeavor. 

Now that my Game Dev tool kit seems to be cohesive, I think I can make a lot more progress with this progress than with previous attempts.