Space Compass [GAME PRODUCTION]
Last update: Jan 14, 2020
Space Compass is part of my Orbits Series that focus on making games out of small playable prototypes.
After the first week of production for Space Compass, I made its rough prototype that showcases the basic mechanics of the game.
Space Compass is inspired by old-school space shooters. However, I want to integrate a modern context and unusual mechanics, while keeping the visuals minimal and retro. Instead of a horizontal navigation, the player here can move their ship on a circle’s circumference. That said, the player’s movement is mostly recorded on a 360 angle scale.
Even if this rough prototype doesn’t illustrate my vision, graphically speaking, I have in mind some sort of cross over between 2D space shooter and 3D environments.
Currently, aside the space ship, only one other entity is integrated in the prototype. Asteroids. Those are the basic encounters that will be found in the game. They spawn on random angle positions, with different sizes and move toward the player (at constant pace). Players can dodge them or shoot at them. As for now, an asteroid needs 5 blasts to explode.
In this rough prototype, I added some elements of design, while keeping it simple and non-final. Stars are flying by, giving the impression of speed. I constrained the UI texts in world space to provide them more dimensions. A score system is also here and goes up until the player vehicle gets destroyed. A ship has 3 lives (loses one each time it collides with an asteroid). If the ship is eliminated, the Game Over title appears and players can try again.
So now that I have the basic mechanics in place, I can think of adding further game design elements. I, for sure, want to make it weirder. At this instant, it’s just a sort of infinite running game like, but I wish to dig more depth in the gameplay.
Things that I know will make the cut in the incoming iteration is integrating two other types of space encounters. Walls, that take a big portion of the circle (compass) and Alien Ships, which will shoot back at the player. I don’t plan on working on visual elements for the next prototype, but will add up details to the UI already in place.
I’ll probably develop a recoil system for the basic weapon of the ship. It seems a bit overpowered to shoot indefinitely. That, or I’ll increase the number of health an asteroid gets.
Project linked: Space Compass
Prototype Version: Rough
Other Activity Logs
Productivity – Rough Prototype [GAME PRODUCTION]
Productivity [GAME PRODUCTION] Rough Prototype Last update: April 22, 2020 In this game, you control an electric stand-up desk. I got the idea after my girlfriend bought one of these luxuries for her home office. I questioned myself on how I could make a game mechanic...
Not a Good Fit – Final Prototype [GAME PRODUCTION]
Not a Good Fit [GAME PRODUCTION] Final Prototype Last update: Jan 30, 2020 After having the basic mechanics in place, I wanted to put them into a playable scene. Thus, it would be possible for me to distribute the prototype around and ask for feedback on what I have...
Not a Good Fit – Pre-Final Prototype [GAME PRODUCTION]
Not a Good Fit [GAME PRODUCTION] Pre-Final Prototype Last update: Jan 18, 2021 The final prototype requires to have more interactions with the hole. Players should try to fit in and be denied from a set of different events. The goal would be to play those events on a...
Not a Good Fit – Rough Prototype [GAME PRODUCTION]
Not a Good Fit [GAME PRODUCTION] Rough Prototype Last update: Jan 12, 2021 My goal with the rough prototype is to have a small playable scene that reflects the core mechanic of the game. Since I'm careful on the development time of the entire project, I wanted to make...
Space Compass – Second Prototype [GAME PRODUCTION]
Space Compass [GAME PRODUCTION] Second Prototype Last update: Mar 9, 2020 This second playable prototype acts as a fleshed-out version of the rough prototype. Based on observations and players’ feedback, I was able to solidify the core mechanics of the game. First, by...
Rotating room – Welcome Home [MECHANIC]
This prototype has been imagined in the context of Welcome Home, the name given to a game where the player controls a lonely home assistant in an apartment.
Bogey – Process Journal I [GAME PRODUCTION]
Bogey [GAME PRODUCTION] Process Journal I Last update: Aug. 25 2019 Bogey is the name given to the game idea of a golf hole dodging any falling ball on a green. In contrast to other golf games, players control here the golf hole. They can navigate on a green while...
My 2019 colours
Like every beginning of a year, I like to look back at the design of my website, and change it completely. It’s a great practice, on the research side, of what kind of image I want to reflect this year. 2019 represents for me an important step in my progression....
This last winter has been my busiest semester so far at Concordia. Four games in development at the same time, including the Ubisoft Game Jam 2018. Also, I started using Substance Painter for my 3D models’ textures, as well as gaining more experience in Blender and...