Week 6 - Space Jockey Development Post
Hello fellow GDevelop enthusiasts, and welcome back to another development post of my current project Space Jockey, an RPG Shmup with progression.
This past week I have been working on following Fullertons design process mentioned in Chapter 10, about where he discusses Foundation, Structure, Formal Details and Refinement. Over the week I wanted to focus on creating a solid foundation and structure for Space Jockey where I could test fundamental features and rules to go with such as movement, shooting, and enemies. I didn't plan on implementing any RPG mechanics into the foundation due to unneeded complexity but still experimented with core mechanics to give an understanding of what I could do.
For the foundation, I wanted to implement what I believed were core features, enemy spawning, movement of your ship, different ship types, and boss mechanics. Different ships allowed for the concept of what RPG mechanics could result to without implementing proper RPG mechanics into the game taking up unnecessary time. Movement was something I wanted to get right and several different iterations where gone through to develop which will be discussed in the next part.
Due to this focus on base features, it allowed me to create a playable game with a clear direction of what I wanted to achieve.
Testing was a major part in the refinement of Space Jockey, and this was very obvious in the iteration of movement and difference between ships.
Movement was initally designed with the intension of using the WASD keys which would then free up the other hand for shooting and abilities. This worked quite well, especially when I put in drag so the ship didn't instantly stop on the spot giving them weight. However, after testing this movement with enemies it became quite hard to make small adjustments for shooting and was quite tedious since percision shooting was a must and it felt like you were fighting the game. So, I changed the design to mouse movement where the ship would follow your mouse at a set speed. This worked out quite well, and fixed the issue of making small adjustments to hit your target.
Next was creating three unique ships which fundamentally felt different to play. This was the testing waters for RPG mechanics which could be implemented in the future. Three ships were created, Speedster, Marauder and Balista. There was several factors in play to make the ships feel unique, speed, bullet pattern and frequency. Speed was easy to implement just having a fast ship and the other ships being slower. Bullet Patterns and Frequency was the big one, where I had a traditional single bullet which came out of the Speedster, the marauder rapid fired multiple bullets, and the balista launched a cone of bullets. The Balista and Marauder went through different stages, where the Balista cone was reduced after testing due to it feeling underwhelming, and turned into more of a shotgun style pattern. The Marauder initially had its two bullets to close together which made it feel like the speedster, so seperating there points gave it this gatling gun effect.
That's all I have for this week, stay tuned for my next post where I will be discussing my further development on Space Jockey and a postmortem of the project. Until next time!
Fullerton, T. (2018). Game Design Workshop: A Playcentric Approach to Creating Innovative Games, Fourth Edition (4th ed.). A K Peters/CRC Press. https://doi-org.ezp01.library.qut.edu.au/10.1201/b22309