Orbarella (MonoGame) Devlog #4 - First playable version


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.

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