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Retro Shooter game for iOS/Android, PC/Mac & Linux

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Post #2 Creating the prototype

Hello again devs!

I want to write today about as we create the basis for DOT Space Hero. The prototype.

I started learning Unity 3D a two years ago, I decided on this engine because I had read very good reviews, the community behind it is huge and isn't too difficult to learn. I had experience programming in Cobol and as you can imagine any resemblance to C # or Javascript is coincidental, so the first 2 months were especially hard to myself, there were days that I went to bed having spent hours and hours and I felt like I wasn't advancing in the learning. It was horrible, but after two months I achieved create a few simple prototypes that served to make me a small portfolio and find an artist looking for wanting to create a game and who would be willing to joining on this adventure.

Really I was very lucky, I was looking in some forums and I found to Carlos (Ozma) a guy who was in the same situation as me and has a great portfolio with small projects himself. He really set the bar very high, I never thought that someone with such good aptitudes would like to join me.

We only knew that we wanted to make a simple and short game which don't take us over three months ... At the end as often happens in these cases the project was getting better and better until we had to stop us because it was getting endless. We took finally more than 1 year.

I was creating a consistent prototype during the first week and Ozma designing the main character and the game environment. The first prototype was a jump'run where the protagonist was running on a spherical planet, the obstacles appeared randomly and DOT only had to dodge jumping, here you have a picture of that little embryo.

The idea didn't really convinced us at all and I had very fresh in my mind a stage from Donkey Kong Country for the Wii. It was the rocket barrel's stage, a special stage where you control just by pressing a button a barrel like a jetpack, I loved the concept, it was very funny and simple. A few days later we had a consistent prototype, we also changed the spherical planet to a horizontal scroll , but then came this fantastic game called Jetpack Joyride, wow, that game is awesome and it has taken great heights our initial idea.

We had to give a return of nuts to give it that distinctive touch, then I noticed that shooters that I had played on phones were very uncomfortable to control. Why not make DOT a shooter? The control would be totally comfortable for the player and the only thing I feared was creating behavior's enemies considering that control limitations, but what the hell, is that a problem? I was looking forward to it! So we closed the prototype and started working hard to give life to our baby.

Thanks for reading, and sorry for my English skills




DOT Space Hero is avaliable for iOS

Hello everyone!

I'm going to writing a development journal of our first game DOT Space Hero, it has been developed by a team of two and was released for iOS a few day ago, we are currently working to make a Lite version and then it will come to Android, PC & Mac. Our idea was to make a different shooter game for mobile considering the limitations of a touch device, so we added features of the genre runner for easy operation without removing the fun, challenge and difficulty from shooters. And above all, without IAPS!

We have taken a year to develop it, without funding, from our home, at distance and putting a lot of passion and commitment, so I'd like to share with you our experience in this long road that we still have.

The game is made with Unity3D, programmed with C# and we used some plugins that helped us like 2DToolkit, HOTween and NGUI. In addition, the game has 30 handmade illustrations, four different worlds with a great variety of enemies and 5 bosses. If someone want to try it, we have some Promocodes to give you.



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