DEVBLOG #1

11 February 2019 / By MohamadAliAwarkeh

Hey everyone! This is the first entry in the dev blog, this format and entry will be slightly different from the future ones. But just for a little context my name is Mohamad Ali Awarkeh, but most call me Mo. I am currently studying my Masters in Games Design at UAL LCC. I am currently developing a top down shooter, and as many of my friends know, I am extremely passionate about them, this will also probably be the last one I work on. 

 

Now to what you probably came for, with the dev blog, I will aim to drop a new one every Monday, every 2 weeks time. Additionally I will outline my goals and aims at the end and then reflect on either completing, pushing them back, or simple removing them if I feel like that was the correct decision. I will try my best to make these interesting and simply fun to look at, but I am starting this as early as possible, so a lot of what is in the game currently is extremely bare bones. 

 

Finally, I want to apologise the format and look of this initial Dev blog, I am currently unable to record or make any gifs of any of the work I have currently, but I promise I will have all of them ready for the next devblog, the next one will be a lot better looking! But thank you for taking your time for reading the blog!

 

 

Basic Character Movement

Mohamad Ali Awarkeh

Character movement is extremely simplistic currently, with the player able to move, in a 360 degree motion. The player does move slower when firing his weapon, but I will probably implement 3 different movement modes when the weapons are ‘Retracted’, when the weapons are ‘Deployed’, and finally when the player ‘Firing’. 

 

In these modes, I want it to feel like there is enough of a difference, that the player has that feeling of truly piloting a large machine / mech. 

 

 

Basic Weapon System

Mohamad Ali Awarkeh

The weapon system is currently close to completion, with the player being able to pickup, drop weapons, pick up multiple weapons, overheating system, and a few more things. 

 

As of current, I have 8 out of the 13 weapon types:

  • Pistol
  • SMG
  • LMG
  • Shotgun
  • Sniper
  • Assault Rifle 
  • Burst Rifle
  • Scout Rifle

 

I am currently working on 3 new weapon types:

  • Rocket Launcher
  • Grenade Launcher
  • Laser Beam

 

I will work on these weapon types much further down the development:

  • Throwing
  • Special (Special is a weird category, but when I final reveal the type of weapons I make using this category, it will be good)

 

All weapons will also have rarities:

  • Common
  • Uncommon
  • Rare
  • Epic
  • Legendary

 

Most important thing that doesn’t truly have any affect on gameplay, is the flow of making weapons for myself, I set out to making it as easy as possible to mass produce new weaponry once I have made each unique weapon type. This took a significant amount of time and work. But I am now extremely happy with how it works, with the ability to make any weapon type with ease. The only difficult one that I have yet to figure out is how to make the special weapons, but again. That is for another time. 

 

 

Basic Enemy AI

Mohamad Ali Awarkeh

As of now, enemies are extremely simple and boring, they just run at you. For testing purposes this is great for me as it helps me fine tune damage numbers, amount of weapons a player can carry, and finally weapon rarities.

In terms of enemy spawning, I am using a standard Unity script that simply spawns them every time the timer reaches 0. I will most definitely replace that once I began working on the enemies properly.

But I would like to focus on the player and the feel of the player and ensure it is the best I can make it, as if the movement and shooting feels good, then the rest will only feel that much better. 

 

 

 

Miscellaneous 

Mohamad Ali Awarkeh

First off the camera, I am extremely happy with how the camera currently functions, with the smoothing, offset, and comfortable distance it is away from the player. But I know in the future, once I work on more enemy types, large worlds and more important features, I will most likely further expand on the camera functions. 

 

Camera shake has been added to the game to give more of a punchy feel, but as of now, I have it where when a player shoots, the camera shakes which feels okay, but then is also slight disorientating when you have 10 weapons, so I will most likely move that to when killing an enemy, and changing the intensity of the shake depending on the enemy type and tier. 

 

Audio and sound is not in the game as of now, but I will work on audio once all weapon types are added, and there are more VFX and so on. 

 

VFX and more. There are currently no VFX, but again similar to audio, once I have more in the game, I will begin on creating them. For example damage numbers popping up when shooting enemies, weapons changing colours when overheating, weapon rarities having different colours, and much more. 

 

 

 

Aims and Goals

By the next dev blog, I am aiming on making the 3 new weapon types completed:

  • Rocket Launcher
  • Grenade Launcher 
  • Laser Beam

 

I will also work on slightly improving the movement system, where players switch between the 3 previously stated modes. Additionally, finish and fix the player health system. 

 

Finally, I will attempt to create simple 3D models for the weapons.

 

 

Thank you for reading my first devblog, and as I stated in the intro, I promise the next one will be a lot more interesting to look at, with plently of gifs and videos, potentially even a playable demo for players. 

Until then, follow me on Twitter to keep up to date on the game and everything else I do: Twitter Link

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MohamadAliAwarkeh

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