Orbarella (MonoGame) Devlog #8 - 1.0 (Final?) Release
Orbarella, my second game, is now finished (or at least finished enough to version it at 1.0) I show the last additions, discuss what was good and not so good about the project and how I'm planning to approach the next one differently.
AI Generated Summary:
Game Development Progress Update Introduction to Game Development Journey
- Excitement about nearing the completion of their game, referencing a comic by Matt Hackett that humorously illustrates the challenges of finishing a game.
- They mention working on polishing aspects of the game, specifically addressing issues with the color behind score and clock displays.
Enhancements in User Interface
- A new panel has been added behind the score and clocks to improve visibility regardless of time settings in the game.
- The score panel now dynamically expands based on player performance, providing visual feedback when points are scored or missed.
Feedback Mechanisms and Bugs
- Acknowledges bugs in the feedback system where a happy face indicator sometimes fails to display correctly after scoring.
- They express dissatisfaction with the lack of an introductory screen for players who may not be familiar with the game's concept.
Level Completion Screen Improvements
- Discussion on enhancing readability for level completion screens by adding panels behind text to ensure clarity against varying backgrounds.
- The aesthetic consistency is improved by using matching fonts and colors for win/lose screens, although further adjustments may be needed.
Sound Effects and Gameplay Mechanics
- New sound effects have been integrated into gameplay, including sounds for firing actions; however, they admit challenges in creating quality audio elements.
- An issue arises where sound effects continue playing during state transitions (e.g., winning or losing), necessitating a method to silence ongoing sounds effectively.
Addressing Technical Challenges Game Development Reflections and Future Plans Challenges with Audio Management
- Frustration with the current audio system, indicating a need for better state management or integration into base object classes to handle sounds more effectively.
- A shift towards managing all game objects as a collection is proposed, allowing for collective actions like resetting, updating, drawing, and silencing sounds.
Nearing Completion of Current Project
- The speaker decides against reworking the audio system at this stage due to proximity to project completion; plans to revisit studying sound design after finishing the game.
- As a temporary fix, manual sound control will be implemented during state changes until a more robust solution can be developed.
Visual and Sound Design Struggles
- An intro sequence was envisioned but faced difficulties in implementation; ultimately resulted in a static screen created using an art program.
- The absence of consistent music within the game leads to abrupt transitions when entering gameplay; sound design is identified as one of the weakest aspects due to varied sources and inconsistent volumes.
Reflections on Development Process
- Despite feeling satisfied with gameplay mechanics and bug fixes, there’s recognition of areas needing improvement for future projects.
- The development approach mirrors previous projects by starting simple but led to complexities in UI and scene transitions becoming afterthoughts.
Future Project Aspirations
- Plans for future projects include focusing on improving systems for scene transitions and UI elements rather than jumping straight into new gameplay mechanics.
Game Development Insights and Future Plans Project Management and Infrastructure
- The speaker emphasizes the importance of establishing foundational elements at the beginning of a project to maintain enthusiasm, allowing for smoother development when challenges arise later.
- They express a desire to build not just games but also the underlying infrastructure, likening it to developing a small engine alongside each game project.
Focus Areas for Upcoming Projects
- The speaker plans to prioritize user interface (UI) design, scene transitions, and improved management of game objects in future projects.
- There is an intention to create a simpler game for their third project while concentrating more on building robust infrastructure rather than complex gameplay mechanics.
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, Open Source, Simple, sourcecode |
More posts
- Orbarella (MonoGame) Devlog #7 - New HUD & Multiple Levels13 days ago
- Bug Fixes, 3 Playable Levels & Polish15 days ago
- Orbarella (MonoGame) Devlog #6 - Bringing the game to life17 days ago
- Orbarella (MonoGame) Devlog #5 - Coding a Nightmare Meter18 days ago
- Orbarella (MonoGame) Devlog #4 - First playable version21 days ago
- Orbarella (MonoGame) Devlog #3 - Artwork & Level Design23 days ago
- Orbarella (MonoGame) Devlog #2 - Game math & JSON data26 days ago
- 2nd MonoGame Project Devlog #1 - Concept & Early Artwork27 days ago
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