design sketchbook

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.

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Inefficient Lasers
inefficient lasers

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.

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Shooting System
shooting system

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.

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Why 480×270?

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. […]

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How did Protocorgi Start?
ancient test

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 […]

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