Friday, October 21, 2016

Blog Post 5: First Playable: DragonArc


Make sure that there is at least one image and no less than 200 words in the post for it to count.




Name of Game: DragonARC

To play the game: Here

Role: Producer

I did the fundamental programming for the game. From the main menu to the 

Questions:

What kind of mechanics of top-down shooters would be interesting, perhaps something that would be a novel idea?

What kind of enemies/bosses would you like to see?

What would be an interesting mechanic for sound to come into play? 

What would you add? All feedback is appreciated!

one of the questions that was asked

Are you going to include dragon roars or similar sounds?


We will intend to include sound bits such as dragon roars and such, especially for the cases of boss battles and instances. The sounds would definitely serve as hit indicator and noises for death animations. Additional miscellaneous sounds will be added for the regular mobs and for minibosses in the near future. 

Some of the ideas being thrown is the idea of being able to choose the type of starting dragon you play as. This could be implemented in a future date. Notable optinos would be perhaps a smaller hit box, or even faster projectiles; definitely worth thinking about.

However the alpha does still need more polish, a more immersive level design, as well as a providing a more diverse set of enemies, this can definitely serve to enhance the player's experience as they play the game. Will definitely work towards better this as we go forward.

Saturday, October 8, 2016

Blog Post 4: Video Game Lab



This is the only level
-Extremely creative approach on level design, not only did they modify the space the player plays in, but they took creative liberties to change the perspective of how the level is played

Wizard Wizard
-Reminds me of SuperMeatBoy, heavy emphasis on platforming and timing. Intuition was key
The source code is intuitive enough that is was organized to distinguish between methods and provided context for those who wanted to observe the events that is going on.

Don’t Sh*T Your Pants
-A simple command-type game where you instruct your character on how to enter to his bathroom without spoiling himself. The game emphasizes heavily on syntax and critical timing.

Madness Combat
-Flash game that is based off a flash animation. Reminds me of Metal slug. 

Katawa Shoujo (Dating Sim)
-I am actually fond of this game. Mainly because I knew members of 4chan actually. The Dating Sim revolves around alternative routes based on your decisions within the game. You take the role of a young male protagonist in a school where all the other characters suffer from some sort of chronic illness or disability. Note while there is [slight] sexual content, the game has been given critical acclaim for a very healthy, yet emotional approach on the subject matter of disability and empathy.

StarWhals
-The game is essentially like JOUST, but rather than on a 2D plane you instead are a narwhal and you have to impale the opposing player, while avoiding his lance as well. And yes, touching tips is fine.

Being watched as I play kind of reminds me how Twitch streamers must feel. In a way it kind of makes me think about the voyeuristic nature of our society at large. I think as we’re being watched we are incentivized to do better, perhaps even be daring in our play.

Note that I understand this is late submission, however I just had my first hyperglycemic attack the day when it was due, which debilitated me severely.