Lone Fighter Dev Log + Postmortem
Dev Log:
I didn’t have a lot of time to develop this project. There are a lot of things I wanted to add but I was definitely too busy. However, the game that has been developed is a semi-working prototype and is playable.
The player movement was easy. Simple WASD for moving up, left, down, and right. Left-Click to shoot since it’s more natural than using any other button. As I was thinking of this game I decided that being confined to a small space that just loops around felt too confined for space. So, I made the background repeat itself infinitely while the player could have free movement, as if to experience the openness of space while fighting enemies. The enemies were unfortunately underdeveloped but there was a neat bug that occurred. I wanted the enemies to be forever chasing the player and so they should rotate towards the direction of the player. When I tried to implement this feature, the enemy ships turned into spinning sawblades of death. As well as applying the physics engine and accidentally giving them way too much force, I realise that it was probably be more fun if the enemies were wacky. I first toned down the ungodly speed of the enemies so that the player could outrun them but with the physics engine, the enemies could now bounce off each other and propel themselves towards the player. I found this hilarious and would probably make it quite a fun game.
Postmortem:
Overall, I believe the only way to improve my game is to make it more interesting with more mechanics and variation to give players more enjoyment and variety. If I had spent more time on this game, there would be way more to talk about but as of now I think the game was on the right path in terms of being a good game.











