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Orbarella (MonoGame) Devlog #8 - 1.0 (Final?) Release

Rheyan's Gaming 227 lượt xem 3 weeks ago
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Orbarella on Itch: https://rheyan.itch.io/orbarella
Source code on Github: https://github.com/cmiddlebrook/Orbarella
Orbarella Devlogs Playlist: https://www.youtube.com/playlist?list=PLyl8md3Lj3mpnom9GPneHWX9cGWGAwCuT
Learning MonoGame Playlist: https://www.youtube.com/playlist?list=PLyl8md3Lj3mrYgp6ORTf9htt39i9PLVTX

Orbarella, my second game, is now finished (or at least finished enough to version it at 1.0) I show the last additions, discuss what was good and not so good about the project and how I'm planning to approach the next one differently.

Timestamps:

00:00 Improving the UI
03:48 End level panels
05:54 Fixing audio issues
09:04 The finished game!
12:30 My development approach
13:40 The next project

AI Generated Summary:

Orbarella (MonoGame) Devlog #8 - 1.0 (Final?) Release - Video Highlights

# Game Development Progress Update
## Introduction to Game Development Journey
- Excitement about nearing the completion of their game, referencing a comic by Matt Hackett that humorously illustrates the challenges of finishing a game.
- They mention working on polishing aspects of the game, specifically addressing issues with the color behind score and clock displays.
## Enhancements in User Interface
- A new panel has been added behind the score and clocks to improve visibility regardless of time settings in the game.
- The score panel now dynamically expands based on player performance, providing visual feedback when points are scored or missed.
## Feedback Mechanisms and Bugs
- Acknowledges bugs in the feedback system where a happy face indicator sometimes fails to display correctly after scoring.
- They express dissatisfaction with the lack of an introductory screen for players who may not be familiar with the game's concept.
## Level Completion Screen Improvements
- Discussion on enhancing readability for level completion screens by adding panels behind text to ensure clarity against varying backgrounds.
- The aesthetic consistency is improved by using matching fonts and colors for win/lose screens, although further adjustments may be needed.
## Sound Effects and Gameplay Mechanics
- New sound effects have been integrated into gameplay, including sounds for firing actions; however, they admit challenges in creating quality audio elements.
- An issue arises where sound effects continue playing during state transitions (e.g., winning or losing), necessitating a method to silence ongoing sounds effectively.
## Addressing Technical Challenges
# Game Development Reflections and Future Plans
## Challenges with Audio Management
- Frustration with the current audio system, indicating a need for better state management or integration into base object classes to handle sounds more effectively.
- A shift towards managing all game objects as a collection is proposed, allowing for collective actions like resetting, updating, drawing, and silencing sounds.
## Nearing Completion of Current Project
- The speaker decides against reworking the audio system at this stage due to proximity to project completion; plans to revisit studying sound design after finishing the game.
- As a temporary fix, manual sound control will be implemented during state changes until a more robust solution can be developed.
## Visual and Sound Design Struggles
- An intro sequence was envisioned but faced difficulties in implementation; ultimately resulted in a static screen created using an art program.
- The absence of consistent music within the game leads to abrupt transitions when entering gameplay; sound design is identified as one of the weakest aspects due to varied sources and inconsistent volumes.
## Reflections on Development Process
- Despite feeling satisfied with gameplay mechanics and bug fixes, there’s recognition of areas needing improvement for future projects.
- The development approach mirrors previous projects by starting simple but led to complexities in UI and scene transitions becoming afterthoughts.
## Future Project Aspirations
- Plans for future projects include focusing on improving systems for scene transitions and UI elements rather than jumping straight into new gameplay mechanics.
# Game Development Insights and Future Plans
## Project Management and Infrastructure
- The speaker emphasizes the importance of establishing foundational elements at the beginning of a project to maintain enthusiasm, allowing for smoother development when challenges arise later.
- They express a desire to build not just games but also the underlying infrastructure, likening it to developing a small engine alongside each game project.
## Focus Areas for Upcoming Projects
- The speaker plans to prioritize user interface (UI) design, scene transitions, and improved management of game objects in future projects.
- There is an intention to create a simpler game for their third project while concentrating more on building robust infrastructure rather than complex gameplay mechanics.

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