SuperStarfighter Alpha Release - Our approach to Game design and development
Today we want to show you guys what we have been working on in the last months.
After joining a few game jams, we wanted to dedicate our time on completing a full game, starting from the #devtober challenge. So we wanted to focus on one of our games and make it leave the prototype zone.
The game who chose would be the one is: SuperStarfighter. A free game, developed with Godot Engine.
SuperStarfighter got its first release (pre-alpha) the 1st of November. It was an idea started in the early 2000 and at the beginning it was supposed to be a fighting game (that's why the name `fighter` in superstarfighter). Now it's seeing the light.
From the pre-alpha we managed to get some really useful feedback (FIRST lessons: Feedback is important). We will try to fit in this devlog the most important lessons we learned, as well as the biggest improvements from the first internal version.
Architectural improvements
The codebase was largely refactored: No singletons anymore (they were causing more bugs than expected), Better structuring of our game structure (thanks to Pigdev and NathanGDQuest tutorials ) - Community is important. More focus on signals and passing information from node to node.
Controllers support
Complete controllers support, being SuperStarfighter a local-multiplayer arena, was crucial. Lots of bugs in the first version were addressed, thanks to the gained knowledge, and, again, tutorials from the community. Now you can choose a character and add controllers to the already present keyboard mapping.
Keep the Crown
We didn't want to develop just a classic "just kill everyone 'till only one survives" game. What we didn't like about this concept is the downtime experienced by players being killed, waiting for the next match. We were looking for something that kept the downtime to minimum. And then there was the scoring mode. Which one to use? Which one works better? Which one keeps the game fun? We came up with the Keep the Crown mode:
The goal is to take the crown at the center of the arena and to keep it for as long as possible. Sounds simple, right..? Well… Not really. Try to survive to this:
... So ... let's the new wave of playtest .. begin!
and thanks for trying the game.
Files
Get Starship Olympics
Starship Olympics
1 to 4 players fast-paced arcade combat party game
Status | In development |
Author | notapixelstudio |
Genre | Fighting |
Tags | 2D, Arcade, arena-game, Co-op, Godot, godot-engine, godotengine, Local multiplayer, Multiplayer, Versus |
Languages | German, English, Spanish; Castilian, Basque, French, Italian |
Accessibility | One button |
More posts
- Porting to Godot 4May 31, 2024
- v0.14.1 - Keyboard controls hotfixMay 17, 2023
- v0.14.0May 13, 2023
- v0.12-alphaApr 21, 2023
- v0.11-alphaMar 19, 2023
- v0.10.1-alphaMar 10, 2023
- v0.10 - Starship Olympics in its alpha release!Mar 04, 2023
- New major version upcoming! Starship OlympicsJul 26, 2022
- Can you even data science bro?Apr 03, 2020
- v0.6.4 - Death shockwave, disable rumbling and moreMar 10, 2020
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