Assessment 3 Development Progress
Now that one of my major assessments is over with, I have to start assessment 3, i.e the reason they`ve been making us do gdevelop class work for the past 2 months. Even cooler is that assessment 3 is a team assessment and I`m been chosen by the council (Tom, Theo and Francis) as a meme to be team leader, despite my reluctance (likely because of my astute social prowess of not speaking uness someone speaks to me first). For the game we will be making, we each decided to work on Tom`s idea for an asteroid game:
Zero Patient Elevator Pitch:
The population is fighting a deadly pandemic outbreak currently circulating in the body’s bloodstream, as a blood cell your objective is to destroy any virus that enters the bloodstream, if the diseases collide with the blood cell, then it becomes weaker through visual indicators such as the cell turn to a darker shade of green.
The game will feature asset design around the blood’s cells, viruses, and vaccines
The game will play similar to the old school arcade top-down shooter inspired by Asteroid, the player will spawn in an empty red background and their goal is to survive as long as possible while destroying the enemies which take the form of disease before it collides with the player. There will be a power-up in the game which will give the player a temporary shield in the form of a vaccine syringe. The controls are WASD for movement and right mouse click to fire projectiles
His idea takes a more relevent, biological aproach with the asteroid template, focussing on a strand of the AstroZeneca vaccine fighting off covid cells, which contrasts heavily with my semi-sh*tpost passing off as a game. As of right now we only have the prototype ready, but considering it works just fine as a standard asteroid game, thats perfectly fine for now. In the future, we plan on adding more levels, sfx, a difficulty curve, more enemies that act in different ways, both permanent upgrades and powerups to help fight of the coronavirus hordes and an information screen, containing facts about the coronavirus.
As for chapter readings, this week`s focusses on the fun and accessibility and the types of decisions a player will be forced to make either to progress gameplay or the story, and how to avoid making these decisions hollow, uninformed or obvious. Many of the decisions players make in a game should be more reminiscent of dilemmas, and should act to surprise the player, thereby revitalising the gmaeplay experience and preventing it from becoming monotonous. Rewards when spaced out correctly, relative to the main goal should also help to reinvigorate the player`s enthusiasm towards the game and help to eliminate stagnation i.e parts in the game where it feels like nothings happening.