Delta Squared - Dev log 03: Ideas and Context


So here we are! After finally releasing Delta Squared, my first commercial game, we can discuss some ideas behind the project!

Context

It all started during a college class where the objective was free  to choose, so I decided to make a game! As I was already making another game at the time (my RPG project) it was really nice to have a break and chill out making a smaller game!

I had about 2 months or so to finish it, so I've chosen the GB style because I could handle it better since it's simple and cute. I only started doing sprites after having the core gameplay Shmup engine done. 

The project at the time was all in black and white (grayscale) as I didn't have that much time to color them, because I preferred spending most of the time designing the boss fights and enemy patterns.

After finishing the class, the project was mostly done: It even had Insane Mode and Options Menu. However I had the idea to polish it a lot and then release it here!


Polishing

So I've added since them 2 unlockable Color Palettes, one inspired by the cyan/magenta retro games, and one inspired by the classic green screen from the GB. The first one you unlock by beating the game once, and the second one by either scoring 50K points or by clearing Insane Mode, which is a really tough quest. I've also added the 'Congratulations' images, one for the Arcade Mode and one for the Insane Mode. Later on I've implemented a Local Coop mode, after one of my friends suggest it.

The last thing to be added was the retro transition, where it fades out in an interesting retro-like way.

But the release was still bothering me, I was delaying it so much. I needed to take action and finally launch the game right? So I went straight away to play test it a lot.

Launch

I had already decided to publish/launch it on my Mother's birthday, June 22nd, so I was really determined. It all went well in the end, I've made it here! I'll be expanding the release to other platforms, like Steam, but I do need to study a little bit more on how to make it there.


Sequel

Because I had only 2 months for the project some ideas were cut. I wanted it to have more levels, but I had already balanced the game in a way that just one more extra level was too much. So now I've decided to make a sequel for it using the same engine, but with updated graphics and some new gameplay elements. I look forward on hearing some feedback about the game so I can improve on making the next one!

I do have some other projects in mind so, even with a desire to make a sequel I may end up focusing on other projects from time to time.

Thank you so much for reading this dev log, I think I've gone pretty deep in the context there.

So that's it for now! 

Cya!

Thiago Avidos

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Comments

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(+1)

Great job! ❤️