Game
Beat Brawl

5 years ago

Devlog 1: Basic Game Mechanics


Every game has to start out somewhere, and where I chose to start was with the game mechanics. In the future this is going to be multiplayer, which is why I'm not going to bother with an enemy AI component (maybe I will in the future though, who knows).

Since I am still learning pixel art, I chose to initially use random assets I got from the internet. Obviously some of the assets do not fit at all, and I will change them all by the time the game ships out. The assets are meant to be placeholders that test the mechanics at their most basic level of functionality.

I feel that I should mention that this is my first indie game. I have been learning Unity for the past month or so and now I am working on a multiplayer game (pretty idiotic, I know). I love the idea that much, though, and want it to become a reality as soon as possible.

The programming aspect of it all was not all too difficult for me. The hardest part of it will probably be networking and organizing it all to be neat. I did encounter some issues (i.e. the gun rotating according to the crosshair) but I managed to get them fixed. One problem I had that I did not solve, however, is having the bullets from the gun ricochet off the walls; I hope that I can implement this in the future.

Right now, there is only a player that moves around and shoots in the direction of your crosshair (similar to Stick Fight). There is an inanimate enemy that takes damage when hit and has three lives. The enemy is used to represent a real player, which is why I was using the lives system etc. I also added a countdown when initially loading the map and pause menu since that would be easy enough to do right now.

I know that things will only become more difficult from here, but I know that I will come out with something at some point I guess. My next devlog will probably be on pixel art and how I managed to make assets for the game despite never utilizing the form of art beforehand. Until then, happy May, and remember to make the best out of this whole situation!

-Devan



3 comments

Loading...

Next up

Fan art for Foolish I'm feeling kinda better so I drew this

Shadow The Hedgehog X pixel art

Werehog transformation process. #sonicunleashed

Demonstration of the spells and their effects :)!

Spaaaace~

These are background sprites I've created for a game I'm working on at school ^w^ Click on the post to see how the sprites connect. You won't regret it! (personally, I think it's pretty heheh)

Drawn in Piskel using my mouse. Whaddya think?

Our menu, gathered a huge feedback and positive comments among foreign audience, what you say? Game Steam: https://store.steampowered.com/app/1543090/LiBER/

Pigs can push buttons for you!

#gamedev #pixelart #screenshotsaturday

Don't forget to wishlist Toodee and Topdee on Steam!

https://store.steampowered.com/app/1303950/Toodee_and_Topdee/

Ladies & gentlemen.. The Blender logo factory! I had a ton of un making this animation. I'll be making a short tutorial on picking up/dropping object in Blender for animations next week! What do you think?

Distrust - HUMERUS (with dirty shade) Papyrus isn`t small. It's possible that I didn't draw him well, but he crouched down and bent towards us. I'm still bad at moments like this