Monday, 17 November 2014

Task 2 - Using a 2D Game Engine


                            





Patryk Kleczkowski – 2D Game Workflow

Idea:

The general idea for the game that I am planning to make is to make a simple sci-fi, star-wars like 2D side-scroller space shooter with retro sounds and graphics, a variety of enemies and fun and fluid base gameplay. In this workflow I will present my thoughts about the project and how I went through it.

2D side-scrollers, like mine, tend to have a very fluid but fun gameplay, and in many cases are represented by retro graphics and music/sound. They can also be quite addictive yet simple. I want my game to be representative of that, so I will use simpler graphics and more retro-styled audio design.

Visualisation:

I have taken the visualization from the video game from many different side-scrolling 2D space shooter games as well as some other 2D games.

There are many examples of video games that are already in existence that I can use for inspiration for different aspects of the game.

FTL – Faster Than Light:

                         

FTL has a very refreshed combat which is very action packed, complex but still very fun, I will not take direct inspiration from this game, since my game won’t be as complex, however I can take some inspiration when it comes to things such as background design, enemy variety, gun variety etc. Overall, FTL has a lot to present when it comes to sci-fi shooters.

Luftrausers:

                         

While Luftrausers isn’t a sci fi game, it is a shooting side scroller and can be very similarly compared to the game that I want to make. Luftrauser has a very good side scrolling mechanics and is packed with a lot of action for the player, the player has to constantly watch out for dangers, missiles, bullets and anything else flying his way.

To achieve an addictive and exciting experience, I will try to get some inspiration from Luftrausers, specifically trying to learn from its exciting gameplay which constantly has you on your toes and actually requires quite a bit of skill to get through without dying. In Luftrausers, the graphics are very well done and represent all the action that is happening on the screen. It also keeps the screen more alive and exciting even when its only 2D.
Gratuitous Space Battles:

                                   

Gratuitous Space Battles is another good example of a scrolling, action packed but very complex and strategic sci-fi shooter. This is a good inspiration if I will have enough time left at the end of the project, this game is very complex and allows you to create your very own ships from scratch using different components.

If I would have enough time at the end of the project I would try to include some strategic values within my game, rather than having it purely action based, which I feel like would enrich the general gameplay and longevity of the game.

Planning and Execution:






Here I have created a rough visualisation of the game that I want to create in Game Maker, the above pictures present how the player will look, the enemy, their projectiles and the background. I did this so that I would have a rough visualisation of what the final thing will look like, therefore I wouldn’t beat off track. The picture is simple, since it is just a rough plan of what I want the game be like when it is finished.

Blocking:


I have went into the Game Maker engine and started to ‘block out’ my basic game within the engine, seeing how it all fits together and whether I like it or not. Whether I should change something or not, and what effects it will have on the game, whenever needed, I referenced to my quick sketch from before to get a grip. Once I added all the core components and I liked how it looks, plays and feels I moved onto detailing.



Detailing:

As I finished up putting all the basic things into the game, I started to polish it up, try to get the best sound quality possible, made sure that everything looks solid and that nothing sticks out. I have made a solid job of it so that the game would and present itself perfectly.



Final Testing:

After all the polishing was done, I began to play through the game for some time to make sure that everything works perfectly, nothing crashes, and that there are no bugs. I also closed and opened the game a couple of times, basically did everything to make sure that I haven’t left any bugs in the code so that everything will work smoothly.

Remake: Tank Shoot ‘Em Up:

This is a game that I have recreated from the basic game that I have initially created, instead of a Space Setting, it is set up on a field, and instead of space ships you play as a tank against tanks. I think that this remake by me is quite good, albeit if I was allowed more time I would develop smarter AI, and instead of a scrolling background I would have levels, I would also add some better quality and fitting sounds and finally I would try to improve the graphics to look better, overall, the game can always be improved.
Sprite Editing:

For this game I have edited the sprites to fit this new theme. I had to make sure that their proportions are correct for the sprites, and that they are nicely done, with variation of colouring and texturing, I then had to make sure that the centring and collision mark is done correctly. After that I was done.




Video of the finished game:


                                 

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