Savior vs Destructor Devlog #4

I don’t think anyone cares about this game…

So I’m making a game where there are two teams, a good team and a bad team, and players join together in rounds, pick a team, and heal or destroy structures, depending on the team they’re in. I’m trying my best to make it a really fun game.

So I finally finished the results, and it took 3 weeks or so. It felt like a while. I’d say it was worth the time and effort because I am pretty satisfied with how it turned out. I took a lot of inspiration from Splatoon, so I’m worried that it might come off as copying.

Bar Fighter Scene

bar_scene

So as the game ends, there will be two special fighters that hit each other with swords (the enemy fighter will be a normal dummy like in the screenshot above if the mode is target score mode), and each time their swords hit, the bar below them moves for suspense. At the final sword swing, the bar will change to the amount of structure score the player got. If the mode is normal, then the fighter who’s team loses gets shattered by the other fighter, and if it’s target mode, then the fighter will successfully hit the dummy if they win, and if they lose, then the fighter misses the dummy.

Side Menu Screen

After the bar fighter scene, the player will see the score they got at the top left corner, their avatar doing an emote depending on if the player wins or loses, and they get to scroll through a side menu. Now that I write this, I should probably move the score thing at the corner because the core menu button is in the way.

In the side menu, the player first sees their performance in the round, or how they did. They get to see how much health they restored or damaged to structures, how many enemies they shattered (killed), and how many times they got shattered. The player may then use the arrow buttons at the bottom of the menu to scroll between menu screens.

The next screen is my favorite. It’s the rewards screen, or what they got from the round. The menu scrolling feature I made locks so the player can see what they obtained in an animation. The first thing is crystals, the standard currency for the game (players will use crystals to buy weapons), and it also has exp and the players level. I made it so the player will have two separate levels for each role they can play as, to encourage more playtime overall.

The last screen the player can view is the exit screen, and it literally only has two things. A return to hub button (it doesn’t work currently), and a nice message to think about when you leave. The message changes depending on if you win or not.

As I write this, I realized I haven’t made the side menu compatible for console so I should probably do that.

Also, to get crystals, you just have to restore or destroy structures, shatter enemies, or win. For exp, you have to restore or destroy structures or win only, you don’t get it for shattering enemies.

I’m pretty much done with the round setup. I’ll add more music for rounds, but I first want to make the first map so I can ask for feedback about the gameplay. Right now though, I am working on a super cool hammer weapon as the starter special weapon for the bad team.

I only modeled it so far, I still need to make animations for it and script it, but it’ll turn out good.

Here’s the game if you’d like to give it a whirl. It should have everything I mentioned above, including the unfinished hammer.

9 Likes

dude the UI is by far the best part of this game cant wait to test it out

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local reallyCoolGame = true

if reallyCoolGame == true then
    print("Keep up the great work!")
end
2 Likes

I just realized that I forgot to put up the game link, thanks for reminding me.

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DUDE HOLY CRAP this game is literally amazing HOLYYYYYY

2 Likes

GIVE THIS MAN HIS CLOUT!

Great work man like seriously this game is amazing

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@GalaxyGourmet
Savior vs Destrcutor World Record Speedrun [0:41]

https://streamable.com/dp865h

2 Likes

Wow, from the video @IProgramForFun shared, your game looks SUPER cool. I love your game announcement animations! I think adding some skill based features like blocking and ranged weapons would make your game even better. I also think mobile support would increase your game’s audience a ton (if you aren’t planning on that already). Your game is definitely high enough quality to get a bunch of concurrent players!

2 Likes

dude i haven’t tried the game yet but it looks great keep it up!

Wow! Just wow! I thought I was playing super doomspire brick battle! I love this game!