Ninja Speedrun Dev Log #1
So after being a bit late to figuring out what I wanted to create and the criteria around my unit, I have limited myself to roughly 2 days of development for this game.
I decided to do what I already know and make a game that I’ve made before for a school assignment, using very similar mechanics. The mechanics are very similar to the popular platformer Super Meat Boy with an added objective of eliminating enemies along the way. These mechanics are very simple to implement but can make for a great game if done well. I’ve made plenty of platformers in my development practice so this shouldn’t be any different,
As for GDevelop (the software required to make this game), I’ve played around with it and helped friends use the software and it’s very similar to Game Maker, which is a program I used to make my previous game so it shouldn’t be hard at all to develop this game using this software. I’ve already taught myself the fundamentals of how I want the game to be but I hope to be able to add more expert level stuff like save files.
For this unit, we are given a textbook titled “Game Design Workshop : A Playcentric Approach to Creating Innovative Games, Fourth Edition“ by Tracy Fullerton. Week 1 was assigned to Chapters 1 and 2, Role of Game Designer and the Structure of Games. Both of these subjects I already have knowledge in however there is some more insight in Game Journals. Very helpful.
Week 2, we read Chapters 7 & 8, Prototyping and Digital Prototyping, are similar in that I have prior knowledge on those fields. Thankfully, the style of game I am making is quite popular and I can gather what elements of those games are good and which are bad to help my designing decisions.
Onto the actual development:
I wanted to first start off with making a nice flowing player control system. Left, Right, Jump, and Attack. Easy enough, I’ve done this plenty of times. Turns out that GDevelop has an inbuilt system already for platformer movement so this became 10x easier. I tweaked the values though to make the ninja move more fast-paced and called it that for the movement. Enemies at the moment don’t move but I can introduce movement for enemies perhaps in later levels to up difficulty.
Levels will definitely come tomorrow in Dev Log #2. Right now I need to polish up the movement and success criteria.
Speaking of, I thought that perhaps each level can have a total of 3 stars that can be collected by finishing challenges, those being:
-Finish Level
-Finish Level within Time Limit
-Finish Level with all enemies dead
This would give players the incentive to play the game as best as they can and ultimately achieve the “speedrunning” feeling I desire the players to feel.
This all related to Chapter 2 of the textbook, in which I am laying out the objectives and giving players a challenge.
Tune in tomorrow for #Dev Log 2 :D