Hello World!

Welcome to my game dev blog! Since this is my first post, introductions are in order. My name is Avery and I’m developing a game called Orbitroids “Who? Orba-what? Why the blog?” you might ask. For starters, Orbitroids is my very first game. If that isn’t an exciting enough reason to start a blog, then, well… bye! But for those of you who are interested in this sort of thing, whether you are an experienced game developer, just starting out like me, or simply fascinated by the screenshot on the front page, this blog will hopefully provide guidance, entertainment, and motivation to pursue your own creative interests. If you are ready to go on an adventure (or at least watch me fumble around my own adventure), let’s begin!

 

Here’s the good news. Although I’m definitely a novice, I’m not starting entirely from scratch. I actually came up with the idea for Orbitroids just over a year ago, and I’m currently working on its third iteration. Thankfully, I did a pretty good job of setting the scope when I conceptualized the game, thus avoiding the number one pitfall of any beginning game developer. Seriously, I challenge anyone reading this to find a tutorial on building your first game that doesn’t stress the importance of setting a small scope.

 

Okay, enough about me, let’s talk about the game. If it isn’t blatantly obvious, Orbitroids is heavily inspired by the Atari classic: Asteroids. The twist? Gravity! And that’s the entire idea. Asteroids with gravity. Not gun upgrades. Not completing side quests. Not buying items, managing resources, or escort missions. That isn’t to say those things definitely won’t be in the game. They just aren’t the central idea. Just like the central idea for Mario is jumping on things, the central idea for Orbitroids is shooting Astroids from orbit. It’s what makes the game fun.

 

So if you can’t deck out your ship with awesome newly upgraded laser cannons, what makes it fun? Simply put, the gravity. I have so far designed and tested 11 levels, with a broad spectrum of planetary systems the player can dart around. The earlier levels are of course easier, featuring small planets that keep everything moving in a slow, controlled orbit. As you progress, you will start to encounter multi-planet systems with stronger gravity, inviting you to take more risks. The different types of asteroids that spawn will also affect how you go about destroying them. All in all, each level will confront you with new challenges to solve using the same familiar set of tools in different ways.

 

I will of course delve much deeper into the game mechanics and development process in future posts, but for now, I hope this gives you a taste of what I have in mind.

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