Devlog 4 - Preparing for Gameplay
Hey all!
Here with another devlog, and today I'm going to talk about how I'm going about implementing the gameplay (yeah I know I mentioned I'd try complete a small gameplay loop but I'm almost there just trust me.
As mentioned, the gameplay loop is as such: new player (or lab rat) enters the lab and is greeted by a scientist and Kyle the robot -> the scientist warns the player that Kyle is an AI gone rogue which only wants to cause the scientists grief by screwing up their experiments -> they're given two options, a blue and red button -> trust the scientist and they pass the test -> new pieces of the experiment are given to the player through the conversation between the scientist and Kyle -> complete the task to be dumped into the next experiment -> eventually fail a task and they'll explode.
- Each task will be a variant of or completely different to the last requiring different actions of the player
- Rooms give points (possibly based on clear times) to the player to add to their total score at the end
- Each room will be timed with the timing growing increasingly shorter
- The beginning prompt from both Kyle and the scientist in each room will be either one of them, or both of them one butting in on the other to give the player the information they need
To make this loop more expandable I've decided to make a singleton game manager that will handle the methods that only need to be called once or a few times each room such as moving on to the next room or the player exploding. The objective script handles the objective within the scene (such as pressing one of two buttons), the dialogue that gives the task to the player, and when the state of the game needs to change (such as the player has died or completed a level), calls methods in the game manager to continue.
This is one of the only things I have to show at the moment: a simple decision between two buttons and if the right one is pressed, the room is complete. If the bad one is pressed, the player explodes (it just destroys the player and replaces them with a blood splat at the moment). The explosion is definitely something I want to work on as it isn't very dramatic yet and I wanna see things go boom but it makes a good placeholder for now. This showcases the general structure of the set up of the game and will make things a lot easier later on even though there isn't much to show.
The other being Kyle's and the scientist's dialogue UI with sprites I may or may not change later on. This is just a rough idea of what it will look like but will help me plan out how I go about implementing the dialogues (working on scrolling text too)
That's about all this week and I hope I have a lot more to show next! Things I'm aiming to implement are: full gameplay loop, dialogue system and a few extra objectives except for the basic button one (+ maybe a start screen too)
DON'T DO IT
Experiments and explosions.
More posts
- Devlog 6 - Finishing Touches (for now)May 28, 2023
- DOCUMENTATION + USER GUIDEMay 26, 2023
- Devlog 5 - Game LoopMay 21, 2023
- Devlog 3 - Tileset + Player VarietyMay 07, 2023
- Devlog 2 - Basic Rooms + Animation UpdateApr 30, 2023
- Devlog 1 - Player MovementApr 23, 2023
- DON'T DO IT - Concept DevlogApr 14, 2023
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