[Devlog #1] - Prototype


Hello :D

I'd just like to preface this by saying that this is my first devlog. I really appreciate any feedback - whether it's about the game or writing devlogs - please let me know if there is anything I can improve on!


What is Day In, Day Out ?

Day In, Day Out is an endless bullet-hell with RPG elements wherein you take on the role of a mercenary trying to make a decent living in a corrupt, monster-ridden, dystopian society. Hop in your mech and prepare to last as long as you can... Day in and day out.

Currently in development for Android, Day in, Day Out or D.I.D.O. for short, is a prototype that has been in development on and off for a few months now.

Disclaimer: Prototype contains 100% temporary assets


Prototype Features

  • Simple controls
    • Tap & drag to move your character
    • The camera follows as your character moves towards the edge of the screen
    • Your character automatically fires weapons
  • Endless
    • Enemies continuously spawn
    • Your character can traverse the level left or right endlessly
  • Loot & Equipment
    • Enemies drop a variety of loot
    • Six different types of equipment, and four different rarities for each
  • Inventory
    • Pick up and store numerous pieces of equipment.
    • View stats and swap equipment
  • Enemies
    • Three unique box enemies
  • Stat system
    • Characters, equipment and enemies all have a variety of stats
    • As you gain experience and level up, stats scale with you
  • Save system
    • Save your character stats as well as equipment and inventory contents locally


The Plan

D.I.D.O is the first game I've worked on after college as a completely solo developer and it has definitely been a learning experience. I'm by no means an artist or modeler, nor am I experienced when it comes to designing stat systems, which are the two things I think that need to be addressed the most in this early version of the game. The current stat system is overly complex and unbalanced and the game lacks a defined art direction.

The main thing I plan to focus on is reducing the scope of the game. Unfortunately, I think I may have fallen into the trap of trying to make "the ultimate game" as my first. Here's a short list of some things I'd like to accomplish before my next update:

  • Reduce the amount of character, equipment, and enemy stats
  • Decide on an art direction 
  • Implement a more elegant inventory UI
  • Tweak enemy spawning pacing and equipment drop rates
  • Create a demo build!


Thanks for reading!

-Austin

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