BurtPrint #3



You know how it is — the creative spark, the flow state, the momentum — it’s an awesome feeling.  Then comes the first snag.

[ Real heroes look at explosions... ]

Tying down the major gameplay elements and setting the art styles has been a challenge. We were at this point heading for uncharted territory in both areas, where a lot of changes were made and ideas discarded because they didn’t serve the vision.

 The “Asteroids”-style of gameplay seems to follow a very basic formula for the player: Shoot stuff, turn and move away when there’s incoming danger, repeat. It’s good for a slower type of gameplay but if we are to make it faster, the turning takes time and the gameplay loses momentum — it makes the ship feel unwieldy especially when evading enemy bullets. 

[ Asteroids (1979) from Atari ]

To address that issue, we had to take an idea from other games and introduce a dodge function, which essentially enables a change in direction on the fly using the second joystick. It allows the player to aim and shoot and still dodge incoming danger.

[ Dodging! ]

It does make it feel less like “Asteroids” but in working through this hurdle, it seems like we may have discovered for ourselves a new type of space combat gameplay. /B

(For a more detailed explanation of this mechanic, check out our previous devlog, Burtprint #2!) 

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