Game Design
If you don't know, our company, Zetix Studios, has been working on a game called Squarator 2. The development time for this game took 4 weeks to make the first version. The game was developed and published by Zetix Studios. I would like to share how the company made this game, including planning, coding, drawing, and publishing. With that, let's drag right into it. At the beginning of planning, the latest game released was Super Ball World, which took approximately 3 weeks to make the first version. The company didn't really like the last two games they made, Santa Claus and Super Ball World. At the time, the company was also planning on a game called Super Ball World 2, which was a sequel of Super Ball World. They remembered about something else, Squarator. At the time, this game was a great game. It was very innovative and had great ideas, level design, and more. They wanted to come back to a game like that, and then, the game began to work. When the company started working on the game, they didn't want to just copy the game and change the levels, but expand upon it. After the owner of the company thought of this, he wanted to share this to his colleague. He said, "I want to create a sequel to our game, Squarator. In the game, you move this square around as a platform to complete levels. I am wishing to expand it with more levels, more bosses, more powerups, and more ways to use the square. I will also try to change it into a scrolling platformer." His colleague was fine with it, and said the company can progress on the game. Next thing they know, they rush to their computers to open up the Scratch game engine and start coding. The company simply started off by importing a ball costume from the Scratch costume library, and copied it by adding in different shade effects. This will show once they die. The company made a platform level and added a Square that they can move around with the mouse. The company added in the physics engine from Squarator for the ball sprite, and did a test run, and it worked. They were making big progress for the start. They next decided to try was to add scrolling. But they later realized that adding scrolling to a square that would be moved across the whole screen is hard, so they cancelled that part. They decided to draw two more levels and added in the code to change levels for each sprite. Next test run and it worked. Next they added the void, meaning if you fall to the bottom of the screen you die. They also added triangles as spikes and you reduce size when you touch them. If you get to size 11 you die. They tested it and it worked. They decided to make level 4 a boss fight. They added another level which is on a flat green surface. They did some planning for the boss fight. They wanted the boss to jump high in the air and there is a hit box below him which will hurt you. You have to shoot him with your bullets to kill him. They already coded the bullets so they just had to make the boss. They did the exact same things they planned. They used a different physics engine which they used in their game, bungee. They made a hit box below the boss and made it follow him. However, there was a problem with the engine. The engine made the boss go down too much so the jump code wouldn't work. Eventually they found the problem and fixed it. They made a physics engine for the ball to the boss which reacts like the square but you take damage. If you touch the hitbox, you take more damage. They made level 5 after this, but after level 5, they had an idea. They wanted to make level 5, but backwards as level 6. They made it so at the very beginning you have to hold right to get on a small platform and immediately stop so you don't fall off. They worked on it, and it was great. After this, they wanted to make level 5, but upside down as level 7. They didn't make it easy though. Right at the start, you have to immediately go to the right and damage boost your way through spikes to land on this small platform, and make your way up as fast as you can so you don't die from the spikes. After this, they wanted to make a boss fight expanding on the first fight. This time, there was 2 bosses, and you had to kill both at the same time. You also don't automatically go up them, and the whole level is made of spikes, meaning the Square is essential. They also have more health, give you more damage, and take less damage. However, they removed the hitbox. This level is the final test of your skill in this game, and it was big, and is known as what makes this game, the hardest and best game by Zetix Studios of all time. After this, they wanted to make the final part a captured ball and you do a short platforming section to save him. They made a flappy bird inspired level where you have to use your square to go to a higher platform. They made this level, and you see the ball, you go touch him, and then he says, "Thank you for saving me," in both a speech bubble and voice for people with disabilities. After this, they added food, which allows you to re-heal. It is in a random position and moves every second. After they coded this, the game was released. The game was a great one for a lot of people. In general, this is the greatest platformer made by Zetix Studios, and who knows what they'll do to innovate next?
Files
Get Squarator 2: Friend Of Sight
Squarator 2: Friend Of Sight
A sequel to Squarator.
Status | Released |
Author | super026 |
Genre | Platformer, Role Playing, Strategy |
Tags | 2D, linear, Singleplayer |
More posts
- Squarator 2 (1.1.1)Apr 25, 2022
- Squarator 2 (1.1)Apr 22, 2022
- Squarator 2Apr 21, 2022
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