Here is a collage from the design sketchbook, as you can see there are some ideas for enemy patterns and first iterations of levels.Also, please don’t mind the messy drawings, most of these were drawn a year ago during very long commutes.
Here is a collage from the design sketchbook, as you can see there are some ideas for enemy patterns and first iterations of levels.Also, please don’t mind the messy drawings, most of these were drawn a year ago during very long commutes.
More enemies following a path. Also our first scrolling tests and a basic implementation of a scanline shader.
Some enemies follow a path, here is our implementation with bezier curves on editor.
We separated the missile spawn by a time factor. We are currently using this missile behavior in the game.
First implementation of missiles. All bullets spawn at the same time.
This implementation of lasers consists of multiple bullets (~50 per laser) using additive blending, which is highly inefficient. Later on we replaced these lasers with optimized ones.
The first implementation of lasers.
Our implementation for the shooting system is basically a barrage type object which spawn bullet type objects.This video is one of our first tests with bullets in Godot Engine, with two barrage types shooting multiple bullets.
One of the most important aspects of a game is the display resolution, for Protocorgi we looked at some arcade and console display specifications. After a bit of research we modeled this comparison chart:So we chose a starting resolution (1920×1080) and divided it by multiple factors looking for the most adequate one to fit a 16:9 ratio. […]
Hello!.On this post we’re gonna talk about how our current game Protocorgi was conceived, a first glance into a description from of our brainstorming document dated June 10, 2013. It read as follows:Corgi Shooter: parody of 80’s and 90’s shooters, based on different stages and systems from multiple shmups.Our interpretation for this description is a game […]