Game Dev Log #1
First hurdle to get over is actually having an idea! We settled on a game that would be a spin on the survivors-like genre, something that would be inspired by games like vampire survivors but with card games mixed in.
Two devs on this game instead of six! So that's a lot of work that 2 people have to do, isn't that scary? But! we got a lot done for our first day of development! Mostly just making what we actually need for the game. I made a shared documentation thing ( which I most likely will be the only one writing in ) and my co-dev made the github + project itself! Thanks co-dev! We're aiming to get the basic things down this week ( Basic AI, UI, some art, core game mechanics.... ) so wish us luck! Here's a couple snapshots of a reaaallly basic prototype of our game is made using powerpoint!
Our game is like if you were playing vampire survivors.... but you have to defend yourself by playing the right cards at the right time... lots of combos you can do and synergies that can be played with overwhelming amounts of effects on screen. Originally, we wanted to have a whole bunch of things! like 20 abilities with upgrades and 3 different enemy variants. after talking through it more, and a lot of questions asked by me, we whittled it down to 5 abilities with 3 possible upgrades, and only 1 enemy variant. For this game, we wanted to focus on producing a high quality game with limited features but a clear game mechanic that was a twist on the survivors genre. Not only are you unable to move, but you're basically having to wait for abilities to appear for you to be able to play! A feature we definitely wanted to add is something like an auto card player, so a player doesn't need to worry about playing the card, and let it happen automatically when they would usually need to manually play it as soon as it entered their hand!
My co-dev loved this integration of cards into the gameplay, but a lot of discussion went into how exactly we would present the cards. we both agreed in the end it would be on the bottom of the screen, presented in the same way someone playing cards would do it. I also proposed an idea that, if we were not using the top corners of our screens too much, we could use that space to make card descriptions appear when you hover over a card. My co-dev did not accept this idea, since in most card games, once you use a card a couple of times, you become familiar with what it does over time. Originally, we wanted 20 different cards, but later narrowed it down to 5 for the sake of scope, as well as 1 character type and 1 tome they could have. If we wanted to make the scale bigger, we would want there to be different synergies and characters to better the game's replayability.
A lot of discussions went into the style of the game, with us settling on a 2d game that would gradually expand in screen size with time, and a varied colour palette, as we wanted to have colours pop against a monotone-ish background. We browsed a lot of art forums and websites to find the exact colours and style we wanted to go for... which took some time.
For our next post, hopefully I'll have more to say on the development of the game other than documenting.













