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Planning for each phase of the Rogue Like Game

Game Design Features

Few notes to keep in mind - Each phase lasts 1 minute. Completing two phases lets the player unl...

Updated 3 days ago by Rishabh Shetty

Portfolio

Notes

Professional Seafight Made by: Bigpoint GmbH Seafight is the original real-time pirate combat MMO...

Updated 3 days ago by Adam Saudagar

Index

Notes

Services: Overseerr - Catalogue of movies and tshows to watch Plex - Video Streaming service Bitw...

Updated 3 days ago by Adam Saudagar

Scrapped / Initial Iterations, Art Mockups and User Flows

Game Design Features

Art Mockups of Obstacles Terrestrial Moon 1 - Terrestrial Moon 2 - Terrestrial Asteroid - Neut...

Updated 1 week ago by Rishabh Shetty

Material and Crafting System

Game Design Features

Material System Primary Purpose of Materials - To craft powerups. How to attain materials - Destr...

Updated 1 week ago by Rishabh Shetty

Low Level Design and Flow for a Roguelike Typestroid Game

Game Design Level Design

Iteration 1 - Duration 60 minutes for the total game. Each planet represents 5 of those minutes. ...

Updated 1 week ago by Rishabh Shetty

General Level Design Philosophy (Hypercasual Variant)

Game Design Level Design

Level 1 (Introduction to the new mechanic of this planet + Lifeline that helps players deal with ...

Updated 1 week ago by Rishabh Shetty

User Flow for The Game using mockups made

Game Design Features

Updated 2 weeks ago by Rishabh Shetty

Design Philosophy and Research to make it Roguelike

Game Design High-Level Game Design

Design Goal Shift gameplay from a hypercasual game to be more rogue like. Methodology Which other...

Updated 2 weeks ago by Rishabh Shetty

Wireframe

Application Design Software Design Documents

Updated 2 weeks ago by Rishabh Shetty

Powerup Ideas

Game Design Features

Performance based Powerups (Could be called "Boons") Power ups that are rewarded on certain level...

Updated 4 weeks ago by Rishabh Shetty

Style Reference boards

Game Design High-Level Game Design

Possible style 1 - Features - Vibrant. Slight glow. No dark outlines. Vector image aesthetic...

Updated 1 month ago by Rishabh Shetty

Reward Systems

Game Design Features

Daily Login Reward Reward could be in game currency that lets players skip levels or unlock pla...

Updated 1 month ago by Rishabh Shetty

Research and brainstorming for Crafting / Material Systems

Game Design High-Level Game Design

Videos I used to learn more - Why most crafting sucks? Why is it so easy to break video game econ...

Updated 1 month ago by Rishabh Shetty

Boss Fight Brainstorming

Game Design Features

Idea 1 Gargantuan Survival mode - Swarms of Gargantuan Asteroids where the difficulty and speed o...

Updated 1 month ago by Rishabh Shetty

Level Info

Technical Docs Configurations

location: all files in the directory cfg/levels/... contains multiple <level> tags on base <leve...

Updated 1 month ago by Adam Saudagar

Planet Info

Technical Docs Configurations

location cfg/planets.xml contains multiple <planet> tags on base <planet> Planet.xml Attributes ...

Updated 1 month ago by Adam Saudagar

Creating new Obstacles

Technical Docs

Obstacles are objects in the game which can be shot at by the ship by typing a word mentioned on ...

Updated 2 months ago by Adam Saudagar

Godot

Learning Resources

Crash Course (Basics) Control Nodes Coroutines, Await and Yield in GDScript

Updated 2 months ago by Adam Saudagar

Commands

Tricks

adb shell svc usb setFunctions mtp enable mtp quest2

Updated 2 months ago by Adam Saudagar