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Saturday, 22 July 2023

Game Dev Blog Post #2 - Decisions ! Decisions ! Decisions !

 



OL RIGHT ! Rubber meets the tarmac. 

Since the last post, I realized that it was no walk in the park as I sat down and disected the parts that would make up a 2D RPG.  

And the revelation was staggering. I needed :
  • A Plan to define the tasks in the dev journey.
  • A fictional narrative to engage the player.
  • A 2D Game Engine and toolset to build the damn thing.
  • Tons of artworks
  • A gameplay logic to bind it all.
Plan:
I began putting all the tasks in a old excel sheet. There are no timelines defined for now as it felt like I was on a raft in the middle of sea. Ahem !

Fiction:
I decided that the player can be a apprentice mage who goes out on a mission to hell and back retrieve some weapons to help defend his hometown and would gradually evolve to be a  grand wizard or something. 

Ah, sounds like a thrilling novel already !

I feel the demo should have atleast 10-15 levels to get the point across. There! a decision made.

2D Engine:
Now, this was a scary and daunting search thing that kept me up last night. I dont have a studio set up but an entry level Dell G3 gaming laptop. I downloaded Unity and began running one of the demos...and...the cooling fans began hissing louder than rattler. It also meant that something like Unreal was a no no.

Then, I found something called Godot  I played with it for an hour and it clicked. The leraning curve seemed relatively flat and it seemed it had a very component oriented quick creation process. 

There was a debugger and IDE to code within using GDScript unless you are using C#. There was a animation system, a particle system, a map system, camera, collisions, physics, desktop and mobile porting, parallax layers, 2D lighting, postprocessing.....and the complate package is FREE and OPEN-SOURCE

And thus another decision made.

Artworks:
This is something I am still looking out for. I am no artist and no animator. So I dablle sometimes with Blender and GIMP. However, I might have to check on the asset marketplaces like GameDevMarket or get someone on Fiverr. 
I am inclined towards an isometric view with tons of effects.  

Keeping this option open now as to how to source the artworks.

Gameplay:
This is the heart of the game mechanics. The rewards (coins, powerups, ranks) and penalties (deaths and injuries) will need be tight to deliver a satisfactory and plausible experience. I have been working out some numbers as below.


Most of it will likely change over time with tuning but I guess this is a good start point.

And there, hands in the dirt ! Till next time.


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