Orbarella (MonoGame) Devlog #4 - First playable version
Orbarella - The Dream Soother » Devlog
In this devlog I discuss the difficulty on finding the right kind of artwork for representing a human emotion. Once that is sorted, I implement basic collision and scoring to end up with the first version that is actually playable.
AI Generated Summary:
Creating Emotions in Game Design Introduction to the Project
- The speaker discusses their previous video, where they implemented dummy code for random light activation in windows and expresses a desire to incorporate actual faces into the project.
Challenges with Emotion Representation
- The speaker reviews various online resources for emotion representation, noting that many are AI-generated or lack emotional depth. They mention one hand-drawn image that somewhat conveys emotions.
- After exploring different options, the speaker finds existing images insufficient for representing a range of emotions and considers creating their own pixel art.
Transition to Using Emojis
- Ultimately, the decision is made to use emojis as representations of emotions due to their established graphic nature and ability to fit well within the game’s design.
- The game concept evolves into a dream-like scenario where characters experience dreams signified by lights (or visual indicators), enhancing gameplay dynamics.
Gameplay Mechanics and Features
- Each dream lasts between 15 and 30 seconds, with new dreams randomly appearing throughout the city every few seconds. Collision detection has not yet been implemented.
- Six distinct emotions are introduced: fear, pain, sadness, anger, anxiety (yellow), and frustration (green). The speaker reflects on how these emotions will be integrated into gameplay.
Future Development Plans
- The orb's color will change based on the dream's emotional context; however, it will not match directly but rather serve as an inverse indicator.
- Players must aim at specific targets while also selecting the correct orb color—introducing both puzzle-solving and aiming elements into gameplay mechanics.
Technical Implementation Details
- Discussion about implementing collision detection and defining win/lose conditions remains ongoing. The speaker expresses satisfaction with current progress.
Game Development Progress Update Defining Game Data and Mechanics
- The next stage involves implementing collision detection or selection of the orb, with a color select indicator added to both the orb and cannon.
- The initial sprite was changed to grayscale for better visibility; colors are applied based on defined "nightmares" to enhance gameplay clarity.
- Players must select the correct colored orb, which is self-explanatory in its current state.
Collision Detection and Scoring System
- Upon hitting an orb, if it's the correct one, a positive emoji will appear; players receive points even for incorrect selections but at a reduced rate.
- Visual feedback through emojis enhances player experience by indicating success or failure beyond just removing nightmares from play.
Playability and Bug Identification
- A scoring system has been established: 100 points for correct hits, 10 points for incorrect ones, and no points for misses.
- Observations indicate potential bugs in collision detection when projectiles move too quickly, possibly skipping collisions due to frame rates.
Future Development Considerations
- Next steps include defining win/lose conditions and level progression mechanics; currently exploring timer-based gameplay options.
- The developer expresses enjoyment in this project compared to previous ones like Pong, noting it feels more engaging despite being more complex.
Get Orbarella - The Dream Soother
Orbarella - The Dream Soother
Simple game coded in C# using the MonoGame framework
Status | In development |
Author | caroline.middlebrook@googlemail.com |
Genre | Action |
Tags | 2D, monogame, Simple |
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