Saturday, March 12, 2022

Game Dev: HQ Video & Scoring

In this Devlog I will cover game updates seen in the video, some things on the roadmap, and a little about what I have learned making a better video.  Also, a little context before watching, the objective of this game is to overcome the randomness with skill.  Please check out the video and then come back here for the details.

In this update, the players' score is shown in the top left corner, as well as the next die that will be thrown (for example, if the 6 were highlighted, then the cube/hexahedron would be next).  The bounce and roll physics of each die behaves differently, so the player may need to throw it a certain way to gain the desired result.  The score, at the moment, is a simple 1x multiplier no matter which tile the die lands on, but more on that in the roadmap below.  If the die falls off the game board, either in the middle or off the side, the total score is reduced by a percentage.  Since I am still tweaking game play, I am not sure what the penalty will end up being, but I think it gives a sense of danger.

In the context of randomness, the player's perspective (from which location they are throwing) is random, the next die to be thrown is random, each tile height between throws is random, tile values are random, and, eventually, the die itself will present a random value.

The roadmap should help clear up how skill will help the player overcome the randomness.  First, a crosshair should help a little.  Second, I am designing the way the player will supply two pieces of input, the forward velocity and the vertical velocity.  I suspect both will be a timing based button press, but not yet sure on the form.  Once the mechanics are there, then add some fun sounds, animations, and, uh, jazz it up.

Still on the roadmap, I will implement the die numbers rolled as the multiplier and see how it plays, and adjust the tile values such that there is some difficulty and struggle to keep a high score.  Losing a percentage of a high score could feel big.  Feels like the original idea is coming together.

For this video, I have learned a bit about OBS Studio (recording) and Shotcut (editing), and then upgraded the thumbnail using a free online text generator and Windows Paint 3D.  I am presently researching video cameras and microphones, and hope to be able to have that all setup for when I am ready to name this thing officially.

Tuesday, March 1, 2022

Game Dev: Ships, Torque, and Randomization

I had hoped to post a new devlog this past weekend, but I am learning about how to make more fancy videos with Streamlabs and Shotcut.  Furthermore, the video software I am using cannot output with a higher framerate, so that is why the video quality is a bit lacking.

However, I did manage to added some very basic ships in the background, player controlled throws using the spacebar, fixed the die rotation such that it rolls away from the camera, and randomized the tile height between throws.

I won't speculate on what features will be coming, but what I will say is that progress should be steady.  So, if you find what you see interesting.  Let me know!

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Engine Reboot

Most players do not care what engine a video game is built with, so I have not focused much attention in my social media posting on that asp...