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Origami Around
Cosimo Galluzzi
NASA
AnasAbdin
Today's Document
Monterey Bay Aquarium
almost home

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Game of Thrones Daily

Andulka
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Keni
YOU ARE THE REASON
cherry valley forever
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oozey mess
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@thewiseduckenthusiast
Want to give the game a go? Here’s the installer!
The Empires Sunset
A postmortem of the development of the first iteration of For The Empire a tactical game of escort the payload.
Overall based on user feedback the game preformed admirably in most regards. despite this there where several key points of contention brought up by multiple play testers.
State Visualization
This was a major issue, users where often un-able to identify interactions which where occurring, key ones being:
the loss of health
the dealing of damage
the gain / loss of energy
this was as many interactions where not explicit of exceptionally clear, with health not being displayed and no text in any UI, using only abstract icons to represent ideas.
The leading issues that gave rise to this identification where death of the core and the subsequent game, along with confusion about how to kill enemies and the value of different turrets relative to their cost.
Game Balance
In our testing we found that another key issue was the out of touch balance of units, vs enemies vs cost and difficulty scaling. This manifested in the following ways:
Testers dying quickly
testers only using one turret
testers winning to easily
These issues can be largely attributed to poor balancing which making recovery after losing one or two turrets near impossible, and constantly placing the base turret too good a strategy.
Bugs
The final major issue is bugs, unfortunately the build of the game tested contained a number of bugs, many of which where helpfully identified by testers. the main ones being:
placing a turret on another, deletes both turrets and refunds of one of them
turret hit boxes are wrong
energy dosn’t always spawn on kill
click-drag from the shop is possible in a 2 sec window, but was never intended
With the right timing of placing a turret it is possible to get stuck in ‘place mode’
The first issue is as both turrets are from the same group, the selection of ‘a turret that is colliding with a turret’ is more than one item, as such the correct target for refunding and deletion cannot be determined. the click drag ability is likely to do with a denouncing function used to prevent the user from registering multiple ‘buy turret’ events in the shop. the final bug may also be related to state management but can’t currently be determined.
Solutions
To solve state visualization issues, all Items have been given a stats window, displaying health, range, speed and damage.
Along with visual markers of range for turret placement
The issue of game balance can be solved though testing a wide range of values and seeing what sticks, though further user and internal testing.
The Issue of refunds can be solved by giving turrets to be placed a flag that alows for them to be identified.
The click drag and ’stuck in place mode’ issues require state management to be checked and modified.
The hit box detection can be solved by refining the hit-boxes.
If Done Again
If This project was to be undertaken again, I would perhaps focus less on the extensibility of the game and more on static elements, as with the scope of the project the extensible approach only leads to un-nessessary head-ache in the early development process, while the project did not last long enough of the benefits to become significant enough to justify that initial investment. Though given more time invested or potentially a larger team, I believe that the taken direction of the project could have been expanded to much greater heights, with new and exciting enemies and expanded lore. In reflection the choice of simple graphics also greatly benefited the speed at which the product was able to be developed.
Overall I think that the design and aim was solid, with only more time and resources required to make it into a true product.
Empirical Change
The decision has been made to shift from a gradual difficulty increase, followed by intense siege and escape. To a gradual escort with scaling difficulty as time passes.
It’s Icon Time
Power is power
Powerful stuff, but what?
well, the idea is that when enemies are distressed they detonate into energy, which is then sucked towards the nearest turret, neat huh.
For The, Feedback?
Fullerton discusses the importance of play-testing extensively in the textbook, this knowledge was exceptionally helpful in developing effective questions and preforming meaningful user testing.
here’s the distilled version of what we got.
The current tutorial level design, sprites not final
Hazaar!
If you enjoyed the sound of an enjoyable turret creep based game, then congratulations!
For The Empire
Is now going into development!
Do it
Making Turret Creep Fun
here’s the spiel. place turrets to form a shielded walkway to defend against enemy swarms. then slowly move the base core, to the goal in a final siege.
Your Mission: Infiltrate the Body of the enemy commander and take them out from the inside. Tactical turret creep game-play.
Turret Creep
In some RTS (Real-time-strategy) games a popular strategy is turret creep (also known as tower creep). This involves the player using expendable static defenses to overwhelm the enemy base.
this is feasable as turrets due to their defensive nature usually provide a much better dps / cost ratio than player units.
Advantages
Easy
Effective
cheap
Disadvantages
boring
unbalanced
Racing game Post-mortem a Zooming Finish
In the end the approach was altered significantly from the initial vision. Unfortunately despite my prior experiences in g-Develop, I underestimated my ability and the possible scope of the game to be designed.
What remained from the initial concept:
Different enemy behavior
segregated enemy spawn locations
foliage
score based on the distance traveled relative to the current difficulty, determined by enemy spawn-rate.
lanes
What was cut
frogs
different playable characters
different win conditions for both enemy classes and player classes
varied game-play depending on the environment, such as water, grass and tarmac
What changed
visible lane lines where replaced with inferred lanes, to make the slight lane inaccuracy's less obvious.
all enemy types where replaced with car colour variations.
Player Feedback
Several individuals tried the game, there major points where as follows.
Lane movement is too fast, it seems like teleportation.
somewhat mitigated by adding de-bouncing on button presses.
Lane movement is imprecise.
as above.
How to increase score is unclear.
some flashing flavor-text when the game starts could be used to indicate the scoring system.
controls are unclear.
controls should be displayed if the user fails to move the car in the first 3 seconds.
collisions are too punishing.
Some kind of a health or penalty system could be incorporated in place of instant death, to reduce the severity of collisions.
hit boxes are too big.
This may also be seemingly an issue due to the failing of syncing between the player lane and spawn lanes. hit boxes must also be reduced in size to prevent out of lane collisions.
If Done again
If I was to do this project again with the same basic concept. I would replace the frog based bonus point system with something feasible for the limitations of the project. The main point of reflection here being not to underestimate the work required to reach a goal.
Racing Game - Dev Update
The initial design philosophy was to incorporate multiple playable characters, unfortunately, while multiple enemy variations are being worked on, the player character switching must be abandoned due to time constraints.
The current issues involving incorrect spawns, seem to be related to the event ordering issue seen in the asteroids game.
There is also an issue regarding the position of lanes, the spawning system is based off of manually specified points in the road object, the position of the car is based off a multiple of the the predicted lane width. as such due to the imperfect way in which the lanes where created, not all lanes align perfectly with cars.
this is being mitigated with manual adjustment of lane parameters.
Racing Game
Play as a Log, alligator, car or truck in this wacky twist of a classic title, dodge frogs or run them down, while aiming for first place in the race.
Use the left and right arrow keys to change lanes and pursue your class goals.
Targeted at those who know about frogger/ like lane based racing.
Shadow Costs in Barrier X
First a quick rundown for those whom have not heard of this title.
Barrier X is a fast paced lane based avoid em-up. in which the player dodges ever increasingly fast obstacles, while shooting enemies and following on-screen guides.
The Scenario
Blue barriers pick a side on compel the player to move to it, if the player does not comply they are ‘blocked’ until the ‘e’ key is pressed.
The cost
The player must weigh the value of avoiding being ‘blocked’ with the risk of moving in a predictable way across a large space.
if blocked the chance of failing a spit second reaction increases.
if blocking is dodged, the chance of moving into an unfavorable lane is significantly increased
Other instances
Similar to the blue barrier, there is also a green barrier, which requires to be hit to avoid blocking.
The Meteoric Conclusion
Overall this Game preformed quite well, with Play-tester feedback being generally positive.
The main issues Identified with the game being the following:
The point of rotation was unexpected on the ship, reducing the intuitiveness of the controls.
The ship blinked out of existence for too long during invincibility frames making navigation hard.
The cap on ship speed was far too high, making controlling the ship harder than intended.
There was no way to manually decelerate, making ship controls harder than intended.
Asteroids hp scaled poorly with larger targets being near impossible to destroy.
Some score values would register as ‘infinity’ on the high score screen, but not internally.
The root cause solutions Identified for these issues where as follows:
For the control related issues:
Controls are now specified and explained on the main menu.
linear velocity has been capped at 10 pixels per tick.
angular and linear dampening has been increased.
‘s’ now has the effect of putting the ship in treacle buy modifying dampening and friction values.
The ships blinking was changed to now be a 50% increase in opacity, and the time between blinks lengthened.
The fire rate of the ship has been increased and hp of larger asteroids decreased.
The infinite high-score issues root cause could not be identified, but was shortened to only occurring once the players score reached over 30, at medium difficulty and above. As such it is likely an issue with the final score calculating function.
These key issues along with further testing to reach a more optimal control scheme would be undertaken if a future version of this project was to occur. The aim of which being to reach equilibrium between frustration and lack of satisfaction of the player.
Another important point is that a lot of this project could have been significantly simpler if I had decided not to use physics for everything. Though I do not regret this desision.
Asteroids Update
Things of note About Gdevelop
> always list sequential is in range statements in ascending order or risk misfires.
This caused multiple tiers of asteroid to spawn in a given destruction.
>object selection gets messed up by multiple selection criteria.
This caused all asteroids to be selected for modification when spawning multiple asteroids in an event.
>If you are spawning based on points, ensure that the animations all have the same points.
This caused the bullets to move in the wrong direction when firing after being hit.