Hello! I’m Bitzoid, a novice programmer and game developer. I have puttered around with Python, Javascript, web design, and C#, and have fiddled with Gamemaker and Unity. And now I am making stuff with Defold! I have been around for a few months now, and have been working with the engine off and on. I am loving Defold, its community, and I hope to keep on working with it! But, that’s enough about me, lets get to the game!
Blunt Force
Note - This is my vision for the game as of now. Blunt Force is still in early development, and all of the features are subject to change. The post is a tentative forecast of the direction I want to take, and will probably shift at least a little(probably a lot) as development progresses.
Summary
Blunt Force is a game being developed by me, Bitzoid. The premise is, abstractly, that you are the chump who brought aI am mostly making this game for fun and to learn some stuff, but depending on how far I can take it and how much polish I can wring out of it, I might publish it. Who knows! For now, though, this is just for kicks, and I will be uploading free demos and html builds as often as I can throughout development.
Gameplay Overview
The player will move from room to room within a floor, reflecting projectiles at enemies and passing out heaping helpings of smack-downs. They will be able to open chests or visit a shop (maybe) to acquire consumables, permanent upgrades, and new weapons. After a certain threshold of enemies have been defeated, the floor boss will appear with their minions, and proceed to manically spew forth bullets. Upon defeat, they will dissolve into a ladder or trapdoor or something, depending on the players choices. Eventually, the player will reach the final boss, and, doop-dee-doo, the game is over.Or is it?
To be clear, the game is rogue-lite, with permadeath and stuff. I am shooting to make it a punishingly hard but rewardingly fair experience, where a player relies on skill to survive, and develops that skill over many runs. I have a few ideas for replay-ability and player retention, but those will wait until later in production.These are the basic gameplay elements I aim to have in the finished product.
Player
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Smooth and responsive player animations and movement
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Character selection, each inmate with different traits and abilities
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Weapon swap, with unique animations and behavior for each weapon
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Health and scoring system, with leaderboards eventually
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Projectile reflection
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Consumables/basic inventory
Enemies
Enemy AI that is capable of delivering randomness and difficulty
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Many different enemy types, each with unique behavior and attributes
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Intermittent bosses
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Different types of projectiles and attacks, which behave differently on reflection
Map and Level Progression
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Procedurally generated maps, with some being natural cave shapes, and others rooms and hallways
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Intelligent enemy grouping/spawning patterns
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Interact-ables like destructible props or loot boxes
General Features
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Main menu, pause menu, loading screens, and other generic GUI features
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Unlockables, which can affect the cosmetics or gameplay
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Soundtrack, perhaps produced by me
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Sound effects
Just some odds and ends:
Animations and sprites at this point are all placeholder, but I am trying to put a bit of effort into them to get some experience with Aseperite.
I might try uploading animations/sprites on Fridays, so as to have some form of update on this thread in between the major ones.
Programs I use
I am sure that this list will grow as development continues, but it’s a little barren right now.
- Defold
- Asperite
Thanks for reading! Feel free to post down below with comments, compliments, criticisms, questions, complaints, or whatever else you have on your mind, or you can just drop me a PM and I will try to get back to you as soon as possible. Tips and suggestions are always accepted!