After a long time of no news here I’m happy to show you my work of the last few weekends. I’m working on my first 2D cross platform mobile game. After using Unity3D and the Unreal Engine I decided to give the open source Game Engine called Godot a try. I’ll write a separate post about Godot because today I want to show the alpha version of my first mobile game AFOS - Aliens From Outer Space for Android and iOS.
The game itself is very simple (because it’s a first project and I want to fail often to get better) so there’s not big story. You’re moving a small ball -The Sheriff- and you have to shoot as much alienships as you can within 45 seconds. Each hit will generate some coins and you have to collect them to get your score. But be careful. If you don’t collect them, the aliens will steal them. So be fast.
Sounds easy - it is. But let’s talk about technology.
First of all I’m using Blender for all the main 2D assets like the foreground mountains, the characer itself, spaceships and some static items like the radio or the barrels. I switched from ZBrush sculpting to Blender after I found Dynamic Topology Sculpting (Dyntopo) in Blender. For the background images like the mountains or the clouds I started with Photoshop but switched to Krita later, because it’s much faster and really great for painting with a tablet. All images within the game are a little bit cartoonish - I created a simple shader for Cycles and used the freestyle render engine, too to get a small outline. For simple shapes like the HUD or GUI buttons I used Inkscape.
I learned Godot. And currently it’s not easy because there’s not much great documentation out there but Godot is very powerful. There are a few YouTube videos but many many things can be checkout out by try and error. Compiling the latest Git revision brings very useful editor improvements like scene tabs or toolbox alignment (upcoming version 1.2). Custom events (signals) in GDScript help to build a more maintainable architecture.
In my game there is only one main scene - the western level with some interactive elements in it. There is the radio which plays some background music (can be changed when shooting on it) and the windmill, which damages the alienships and generates some coins. This version has a single weapon only, a revolver. More items are planned for the upcoming alpha release within the next weekends.
I’ll extend the game with some features before publishing the first beta version and the feature-freeze. Multiple weapons, more interactive environment tools and a better tutorial system are on my todo list. I want to say thank you to my alpha testers which gave great and useful feedback. But there are still some weeks left until the first release for Android and iOS.