Friday, December 7, 2012

Current Project: Dolphin Squadron

DOLPHIN SQUADRON
So, Dolphin Squadron has been in development for about a month now. Originally, it was supposed to be an arcade-inspired game for Steam's Greenlight program. Sometime during the beginning of development we realized that we liked the game beyond it just being a school project and it went from a shitty school project to a shitty personal one. 
In Dolphin Squadron, you are a dolphin hired by the US Marine Corps to intercept dangerous underwater mines that are being used to covertly destroy coastal cities around the world. The core game is a vertical scrolling shooter where you play as a weaponized dolphin fired out of a deep-sea submarine. Starting at the bottom of a trench and traveling up towards the surface, the goal of the game is to destroy a mine before it reaches the surface by first, catching up with and destroying a mechanized escort fish that's carrying it to the surface, and then destroying the mine with your dolphin's body. The hook is exploding dolphins. To destroy the mines, you have to destroy the mecha with your dolphin lasers and then slam your dolphin into the mine.
There's more than just dolphin lasers now, but this pitch was what sold the game to my class and teacher and from there we began development on a game that was pretty much about blowing up marine wildlife. Ironically, only one person was concerned about the potential for people to become offended by the game's core theme of kamikaze dolphins, but we ignored them and continued to work on the game.
These kind of things still make me happy. Haha
Presently, the game is on a smooth development course (with an February-April release window), but there are a few issues with the core design and some mechanical issues that I'll need to iron out before a release. Of these, one is establishing a clear method of level progression and another is the difficulty of creating "procedural" (read : random) obstacle generation that doesn't fuck up and create impossible gameplay at higher difficulties. I haven't heard any complaints about the enemy/obstacle locations being "dickish" (direct quotes) from the most recent versions of the game, but reaching a happy balance for difficulty (as far as concentration of obstacles goes) is getting very difficult.

Currently, the spawning of enemies and obstacles is pretty random--and that works fine for now--, but I'm wondering if there should be a more dynamic system for spawning enemies and obstacles. I figure that once I reach a middle ground for obstacle concentration, I can tone up the difficulty through other means such as providing the level boss (the mecha) with weapons and introducing mid-bosses in some levels. Weapons balance was a minor issue for awhile, but at this point, the weapons seem to be suitably balanced, though they'll definitely change a little bit before the end of development.

Our goals for the game aren't terribly crazy, but we do plan on polishing the game for at least a month or three before releasing it. Figuring that we can implement all aspects of the levels, get all of the art done and add a fun number of gameplay secrets before sometime in late January/early February, we could have the game ready for a release sometime in April. Eventually, I'll release a video or two of the gameplay and how it's progressed. :D

Expect Greatness,
Ryan Huggins~

No comments:

Post a Comment