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Material and Crafting

Game Design Features

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

Updated 1 week ago by Adam Saudagar

Powerups

Game Design Features

Powerups Powerups usage - One time per charge. They can be equipped before a match. "Frost Fiel...

Updated 1 week ago by Adam Saudagar

How to create a new powerup

Game Design Features

We need to follow the below steps to create a new powerup : A. Go to powerup.xml (or whatever the...

Updated 2 weeks ago by Mohsin Bhat

Setup/Build Guide

Technical Docs

Setup Guides Setup ssh Run ssh-keygen -f ~/.ssh/github.com add text below in ~/.ssh/config (if ...

Updated 2 weeks ago by Adam Saudagar

Blueprint Mechanic Description

Game Design Features

Definition (What are they?) Blueprints are essentially just one time unlockables that players get...

Updated 3 weeks ago by Rishabh Shetty

Alternative powers

Game Design Future Ideas

note these should not be called powerups as we already are calling this powerups Performance base...

Updated 1 month ago by Adam Saudagar

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 1 month ago by Rishabh Shetty

UX

Game Design Features

UX Flow Fonts There are plenty of fonts on da fonts to match a pixel art aesthetic here - here S...

Updated 1 month ago by Adam Saudagar

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 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 Future Ideas

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

Updated 1 month ago by Rishabh Shetty

Reward Systems

Game Design Future Ideas

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

Updated 1 month ago by Rishabh Shetty

Obstacles

Game Design Features

I began watching a playthrough of "Epistory" to get a better idea of the kind of Types of obstacl...

Updated 1 month ago by Adam Saudagar

Future Ideas

Game Design Future Ideas

Swipe keyboard localization Additional features that could make the game progression a bit more i...

Updated 1 month ago by Rishabh Shetty

Code Convention

Technical Docs

Main scene shouldnt have many changes on branches Script of the root node of the scene is the r...

Updated 1 month ago by Adam Saudagar

Powerup Mechanics for the future

Game Design Archived

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

Updated 1 month ago by Rishabh Shetty

Layers For Parallax Background

Game Design Art

All were designed in a 22:9 ratio to accomodate the longest possible screen size. Resolution to i...

Updated 1 month ago by Rishabh Shetty

Colour Palette

Game Design Art

Made a 64 colour pallete for the pixel art style agreed upon -

Updated 1 month ago by Rishabh Shetty

Initial Iterations, Art Mockups and User Flows

Game Design Archived

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

Updated 1 month ago by Adam Saudagar

List of Elements that Require Art

Game Design Archived

Obstacles - Terrestrial Moon Vulcanian Moon Cryogenic Moon Neutralized Moon Terrestrial Asteroid...

Updated 1 month ago by Rishabh Shetty