Guardian Eye
Guardian Eye

Guardian EyeAn Eye boss known as Guardian Eye, the boss from fourth level. This boss is a big eye followed with smaller eyes, but for alpha stage we used only the big eye phase. At first we designed the bosses for one health bar, but because the player ship could dish too much damage with […]

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Snail enemies
snail enemies

Snail Turrets from the first level, they sleep in walls and when the player is near, they woke up and crawl around shooting at player direction.They come in groups, with smaller Snails and a bigger one known as Snail Master.Same as fish ship behavior, if the Master is dead, the smaller Snails stop their actions and […]

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Scoring Systems
scoring systems

Hello!In this post we’re gonna talk about the score mechanics.Our first idea was a system based in objectives. For example, if the player fires 1000 bullets, the next enemy killed will drop a Fruit related to that objective. This system was discarded before implementation because is too difficult to keep track of so many objectives […]

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More about Stop Time Mechanic
stop time mechanic

Hello!In this post we’re gonna talk about the stop time mechanic, aka “zawarudog”This mechanic is heavily tied to absorb. The idea is when the player holds down the absorb button the stage will freeze for some time depending on the power stored in the “time stop bar”. While the stage is stopped the ship remains […]

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Absorb mechanic
absorb mechanic

Hello Guys!In this post we’re gonna talk about the absorb mechanic, also know as “parry”, and some the design decisions behind it. This mechanic can be tested in our latest prototype:https://kemonogames.itch.io/protocorgi-old-parry-prototypeWhen the player taps the absorb button the corgi will be able to absorb every bullet that hits him during a small time window, bullets […]

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Damage over time
damage over time

A mechanic worth mentioning is the damage over time behavior, some elements of the game like Plasma Beams and Force will hit the colliding objects constantly at the end of short time intervals. These intervals start/reset each time the colliding object enters the damage zone. This mechanic can be used strategically (abused) by rapidly moving […]

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How we edit levels
edit levels

Here is how we edit levels in Godot Engine, first we make a mockup of the level, digitize it with correct proportions and put it as a guide inside the editor, then we place each asset following the image as reference.This image is the first version of the alpha level, a temporal level with the […]

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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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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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