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Game Devlog - Initial game demo

The beginning of my exploits with game development and Godot.

October 15, 2023

Hello and welcome to what will be a long running set of posts about my experiences and updates with game development. While I did go to school for software development and had a couple classes about game development, I have never actually dipped my toes into making a full game myself.

A few of my friends are in the game dev space professionally and somewhat recently one of them started making her own game. After some talking, another friend and I got excited and decided to make our own games so we all could learn and share our progress together. While I've always wanted to try and work on a game, I never had a strong enough initial burst of motivation.

Godot game engine

This was all happening around the time of Unity pricing fiasco and a topic of discussion that came up a lot in the game dev sphere was Godot. I personally have never heard of Godot before all this, but everyone was talking it up a fair bit. It being totally community driven, having a lot of community support, surprisingly very good documentation, as well as a friend who would be learning it alongside me, we decided why not this is the thing we'll do it in.

The game idea

My basic idea for my game is a 2D platform fighter where the victory condition is to deplete all of the opponent's health rather than getting ring-outs. The arena would be an enclosed space with a lot of focus on combos that can be extended by knocking your opponent into the surrounding boundary.

I'm drawing inspiration from Jump Ultimate Stars, Smash Bros., and, apparently, Guilty Gear. I have played and watched very little Guilty Gear but based on my ideas and talking with my friend, Guilty Gear does some things similarly to them.

Initial game demo

First playable iteration of my game

My first game demo is quite rough around the edges, but it does work.

Features of this version:

  • I have a system for making stages quickly with arbitrary platforms & walls
  • Players can join and leave a game in an arbitrary order
  • I have a system for creating hitboxes quickly and easily
  • Can easily group hitboxes into sets an assign them to a specific attack input
  • Players respond to getting hit and are launched based on the strength of the hitbox