January: Reworking An Old Project
Wrote this game initially for a game jam last month. I was attempting to make a FPS survivors-like using inspired by Sorath’s games. However, I dropped it in a very incomplete state because I lacked a proper, short, and meaningful GDD which had game development direction and what I was trying to do.
I had added way too much about specifics vs larger picture, did not have a core pillar / motive I was aiming for that would guide my decision making, and I made the mistake of adding features deep into development vs just making sure what I had felt good.
This jam I am going to do a remake of this old game, but with written down proper direction and goals. The game plan is to do some clean up, convert from C# in GDScript and add/cut from my original project so I can check if my core pillars and gameplay questions can be answered for my MVP.
I am aiming for a very thin vertical slice / MVP to see if my idea is worth continuing further as I felt the jam prototype rough idea had some potential to do further work on it.
Changelog
01-25–2024
- Rewrite old GDD, and write in core version to guide in initial powerups I want and how I want to go about working the game.
- Ported code bits from old C# project to GDScript for faster iterating
- Lifted Devil Dagger-like controller from another previous prototype to use as new player controller vs the previous version
- Adjusted knobs for Boid like enemies, and built a gib absorbing enemy
- Replace XP orbs mechanic, to opt inside for a DD like gib mechanic
- Rewrite old upgrade system to use VS-like style and split passives and actives into own folders for readability
- Cut initial survivor loop to test first few core enemy types.
1-26-24
- Completed VS-like upgrade system
- Reevaluated power ups and if they contributed to my pillars which I wrote in the GDD. Implemented the following, and verified they worked as intended in isolation.
- Actives:
- Axe
- Homing projectile
- Cross Like
- Passives:
- Damage boost
- Fire rate boost
- Movement speed boost
- Actives:
- Built “slot” system which new activate guns are placed across the screen
- Setup Pinterest board
- Adjust spawner waves to prevent overcrowding early into the game
- Ticked potential issue with Boids above 100+ tanking performance. If I have enough time I will port an old hashed spatial partition implementation and convert from C++ to GDScript.
1-27-24
- MadePinterest for getting ideas for enemies and gun designs.
- Study models used in PS1/PS2 games of games I want to emulate style of to see what to do and practiced on making MetalHeart content as I wanted the game art style to take on that instead
- Started some test models of style I want to get before commit next day to modeling all assets
1-28-24
- Cut gun motif for the game, to swap to magic and using arm + graphic effects usage to save on time and to avoid modeling a bunch of guns and animating them all
- Wrote description / directions on Itch.io page
- Modeled all weapon power ups
- Cross
- Red Orb
- Axe
- Boomerang Cross
- White Boxed the general arena to play in. A bit experimental on my part as I have no experience designing FPS levels, but hey worst case scenario I go with flat planes only.
1-29-24
- Break day to recharge
1-30-24
- Opted for reusing some old model assets for enemies. Testing for gameplay, so I will switch these up later if I chose to push further with this project idea
- Added some shaders for Holograms and water floor. Aiming for a Y2K/Cybercore vibe because I like it lol.
- Modeled the main map
- Tweak stats for power ups so they are not broken on equipped
- Bug fixed some issues with the enemy spawns, gibs not appearing in right locations, and static body weirdness
1-31-24
- Hit MVP state. I am still missing a lot of stuff I wanted, but these are ultimately not important as I am checking if an Sorath based FPS controller with VS mechanics feels fun enough
- Bug smashing
- Added instructions in starting screen and goal
- Ported to Windows 10 from Linux system and tested with Wine
2-1-24
- Various bug smashing.
- Tweak spawning knobs and stats
- Added in new enemy types. Added another tank that is like tank I, but does a straight dash to the player and uses any boid behaviors. Also added a stronger spawner
Get PROJECT AEGIS
PROJECT AEGIS
FPS survivors-like arena shooter with 90's inspired graphics and vibes.
Status | In development |
Author | dotplus |
Genre | Action, Survival |
Tags | Action RPG, Arcade, Bullet Hell, FPS, Low-poly, PSX (PlayStation), Retro, Roguelite, Shoot 'Em Up |
Languages | English |
More posts
- Late May: Still Working On The Game!Jun 05, 2024
- March: Approaching A Demo BuildApr 03, 2024
- PROJECT AEGIS: 32Bit Spring Cleaning Jam 2024 RetrospectiveMar 06, 2024
- Feburary: Project AEGIS ContinuesMar 03, 2024
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