The beginning

posted in Don't Miss
Published June 18, 2021
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Don't miss is a 2D pixel art game I've been starting to work on. I have a couple of goals with making this blog.

  • Motivate me to develop
  • Organize my thoughts and ideas
  • Share progress and my workflow
  • Track progress of how quickly or slowly the game is progressing

So what is Don't Miss?

Don't Miss is a shoot ‘em up game where you as the player explore the galaxy while you keep stumbling upon enemy space ships trying to stop you. you will level up and thereby scaling up the difficulty over time while you gather new powerups for your ship and unlock new weapons to compensate for the increasing difficulty and allowing you to find your own playstyle. Permadeath is very much a thing in this game. you’ll have to be cautious about the fights you take as your progression could all be lost.

The reason I started this project was to push myself to make a game from start to finish with all the necessary features for the genre. Shoot ‘em ups are pretty simple as a core concept and that was what I was looking for a project that is manageable for one person. The art style is pixel art simply for the reason it is something I can do myself and enjoy doing as I'm not a full-blown artist. I also challenged myself to make a good foundation with save systems, items, level up progression as a possibility for scaling up the project if necessary. to me it is important that this project is as small or as big as my current life allows.

I have a goal that by the end of the summer say September 1st, 2021 I will have a playable version of the game where you can play it from start to finish with its core game mechanics so from that point the game can expand with more levels, weapons, enemies and such.

To catch you all up on where the project is currently I want to start to introduce the save system. the player can have multiple saves with custom names for their vessel. a save consists of

  • Name
  • Health
  • Armor
  • Max Health
  • Max Armor
  • Money
  • Movement Speed
  • Mission Progression

Most likely more values will be needed such as powerups and weapons acquired.

The core gameplay loop is: Pick mission > Accomplish objective on mission > get reward > repeat

The missions are saved in plain text which would allow custom missions for any player wanting to customize the game or in case of localization additional translations could be included and translation could be done correctly by a community if the need is there.

and I'll let some early gameplay footage speak for itself on how the gameplay is at this state.

The UI and Missions are added as additive scenes allowing the design behind these to be done freely and easy to swap or add new missions with the full unity toolset to make unique missions independently from the game scene itself. This also allows in the future if I get some help in designing missions conflicting scenes won't be a problem and it's a safe way of making sure potential cooperation goes smoothly. I'll probably go into more specifics in the future when it is time to make the first few official missions.

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