Indie Game Devlog #1 - Introduction to Jurassic Brawl and why you should scope small


Hello everyone! Welcome to my #1 devlog about the game i'm currently working on.

Welcome to Jurassic Wor... *cough* *cough* Jurassic BRAWL - a couch platformer shooting + fighting game which is heavily inspired by Duck Game, Broforce and also... my previous game.  Let jump right into the game making progress so far!

JUMP!

At this point, you may ask: "What is that, couch? You mean I can only play the game by having more than one person in my room? Why not making it a full-pledged online multiplayer?"

To answer this question.  I need to explain what is the game all about. Let start with some features: - Local multiplayer up to 4 players. - Pick up tons of weapons to kill each other or push them off the ground until only one player left. - Destructible levels.

If you have already played Duck Game, Broforce (and if you haven't yet, make sure to buy and play them, they are tons of fun!) you will see that all of the features I mentioned above are pretty similar to the idea behind of Duck Game and Broforce. So what is the point of the game which is just basically the combination of already exsist features. Well, because one month ago, I actually planned to make Jurassic Brawl a full-pledged online multiplayer game by using Unity Engine for game logic and Photon Engine for game networking, ALONE! And it goes without saying that i met from problem to problem, problem with simple 2D movement across network, problem with animation across network, problem with spawing objects across network, connect to master server, connect to lobby, multiplayer settings, etc...

Then when i just got rid of transform problem, i ran into this

Yes I know that the solutions for all of the problems i met can be easily found by a click on Google. But it was already 1 month and i was making almost no progress with the game. At this time i have to admitted that i have fell into the one of the beginner game developer biggest trap: scope too big. I just started making games for only more than 1 year, there are so many more things for me to learn about game design in overall. Maybe sometimes in the future i will be able to make my own online multiplayer game (no, please stay away from MMO, even if you are an experienced game dev, especially if you are making games alone) but now for the time being, i will just focus on designing the best gaming experience out of my head, including Jurassic Brawl.  And if you are not convinced by what i have told you and you care more about technical stuffs, take a look at this link, they made an excellent job explaining why online mode was not included in TowerFall Ascension (another fanstatic game)

With of all that being said, the game right now is back to normal stage of development. Everything is going well so far with smooth local player movement and functioning camera behaviour.   

  • For player movement, i followed Brackeys tutorial about Character Controller 2D, which you can study more about it here
  • For camera behaviour, i followed Tanks Tutorial by Unity and expanded the script with my own logic, here is the camera only part. You can watch full tutorial to learn more about optimizing and some programming patterns. I have learned so many useful tips and tricks from it.  
  • For characters, i'm using Dino Characters from Arks because they fit the theme of my game so well. I will maybe aslo base on these charming dinosaurs and draw... well, more dinosaurs (in case i want to make a madness 8 player brawl mode). 
  • For the tiles and background,  I downloaded from GrafxKid. Make sure to visit him, he has so many outstanding artworks posted on opengameart.

And with all of the components i got, here is the result so far: 

And this marks the end of my first indie dev log ever. Hope you will enjoy my story. Next devlog will be about me designing weapons for the game. Can't wait to share with you what i have come up with!

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