Rolling Havoc is a 2D RPG/platformer hybrid with an emphasis on up-close combat. Control a sphere in a world inhabited by other spheres as you endeavor to unlock the secrets of the mysterious Golden Tower, fending off greedy Bandits and confronting the three mighty Guardians who guard the keys to the Tower. What waits inside? Nobody knows, but it is said that if the three keys are brought together, the front gate will open...
Rolling Havoc was made in four weeks. My main design considerations when making it were as follows:
1.) Varied and exciting loot. When I first played Borderlands (made by Gearbox Software), I was immediately engaged by that game's loot system: weapons and other items are dropped from just about any enemy, and they can possess modifiers which have the potential to turn an otherwise mundane weapon into an extremely valuable piece of equipment. I wanted to create something similar to that, yet simplified, for this game. This ended up becoming the start for Rolling Havoc's damage-resistance bonuses on the shields the player can find.
2.) An XP system that makes sense. One of my pet peeves in most RPGs is when the experience-points system seems to pull numbers out of thin air. It can take 35 XP, 1217 XP, 189326 XP, or any other random amount of experience points to advance from one level to the next. For Rolling Havoc, the level-up numbers are pure and simple: each level takes 20 more XP than the last to reach. This means that level-ups take place at 20, 60, 120, 200, and 300 XP (the highest level is 6 at 300 XP). It keeps things clean and simple and lets the player understand easily how their level is calculated.
3.) Player choices which influence how they progress in the game. The biggest choice the player has to make relates to the game's system of elemental XP: experience points are awarded in one of four categories - basic, fire, water, and ice - based on which weapon the player is using when they defeat an enemy and earn XP. These points do not cross over with one another, making weapon choices crucial. Leveling up with any XP type will grant a bonus related to the weapon associated with that XP type. This makes picking your favorite weapon. Weapons include the flamethrower (area-of-effect damage around the player and can ignite enemies), water cannon (provides burst damage and high knockback), ice spikes (provide a speed boost and can freeze enemies), or basic spikes (no significant strengths, but they give basic XP, which is the only means the player has to upgrade their overall health and defense power). Each weapon plays differently and will affect how the player approaches the game.
Rolling Havoc was made in four weeks. My main design considerations when making it were as follows:
1.) Varied and exciting loot. When I first played Borderlands (made by Gearbox Software), I was immediately engaged by that game's loot system: weapons and other items are dropped from just about any enemy, and they can possess modifiers which have the potential to turn an otherwise mundane weapon into an extremely valuable piece of equipment. I wanted to create something similar to that, yet simplified, for this game. This ended up becoming the start for Rolling Havoc's damage-resistance bonuses on the shields the player can find.
2.) An XP system that makes sense. One of my pet peeves in most RPGs is when the experience-points system seems to pull numbers out of thin air. It can take 35 XP, 1217 XP, 189326 XP, or any other random amount of experience points to advance from one level to the next. For Rolling Havoc, the level-up numbers are pure and simple: each level takes 20 more XP than the last to reach. This means that level-ups take place at 20, 60, 120, 200, and 300 XP (the highest level is 6 at 300 XP). It keeps things clean and simple and lets the player understand easily how their level is calculated.
3.) Player choices which influence how they progress in the game. The biggest choice the player has to make relates to the game's system of elemental XP: experience points are awarded in one of four categories - basic, fire, water, and ice - based on which weapon the player is using when they defeat an enemy and earn XP. These points do not cross over with one another, making weapon choices crucial. Leveling up with any XP type will grant a bonus related to the weapon associated with that XP type. This makes picking your favorite weapon. Weapons include the flamethrower (area-of-effect damage around the player and can ignite enemies), water cannon (provides burst damage and high knockback), ice spikes (provide a speed boost and can freeze enemies), or basic spikes (no significant strengths, but they give basic XP, which is the only means the player has to upgrade their overall health and defense power). Each weapon plays differently and will affect how the player approaches the game.
Post-Mortem Report
A brief reflection on what I think worked, didn't work, and would have liked to see added to Rolling Havoc.