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Dodge Dasher - Day 10

  • Writer: Siddharth Gupta
    Siddharth Gupta
  • Oct 7, 2019
  • 2 min read

You might be wondering why the post is titled as Day 10. It's because after 10 days of procrastinating I finally decided to write the blog post about my development status of this game. This blog post and the subsequent posts would revolve around the progress made so far with the development of my game and a central place to dump my possible ideas and workarounds to make this game. Here we go, like a lightening bolt ooo...!


Alright, So, after thinking for a while and gaining some stability in my life I decided to work on a simple 2D top down dasher shooter game that I plan to release before the end of this year. I believe that I have acquired a necessary skills and its time to put the skills to action. This would be my first ever published title so I am excited about it. It's the first of many games I will work on. Developing games have been so much intriguing to me from the time I first started playing with programming. For me its an activity in which I lose the sense of time and hunger. Creating an entertainment product that can bring joy to even few people's lives for even seconds brings ultimate contentment to my soul. I am ready to follow my passion with all of my heart.


The scope of the project is intentionally small and I still have a lot of things to figure out. I believe, that the pieces will fit in harmony eventually. I just have to stay focused and dedicated. Even though it might not be the best game but to be able to actually finish it from start to end and publish it is my real goal with this. Once that is done I would feel much more confident in my venture to pursue this passion.


So far I have developed a rudimentary prototype which just has some bunch of enemies and just the dashing mechanic. The aim was to make the player control as juicy as possible. Currently I am wondering about to add player shooting or not. I would prototype that tomorrow and see how it goes from there.


Also, to be able to possibly make a decision about making an endless vs level based seems a tough call. I will think on that as well. So far I believe going level based would give me much more control as a designer as to how the player will encounter enemies and interact with game entities. However going endless I have to be careful about procedural / randomly spawning enemies throughout the map. The advantage of this is it will help me avoid designing the levels entirely thereby reducing the workload and the scope of the game. The decision is yet to be taken but I am still brainstorming on this.


Here is the progress so far.



 
 
 

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