Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

The making of Roll On

A topic by Devolli Studio created Sep 15, 2021 Views: 165
Viewing posts 1 to 1

Hello all,

Computers and computer games have always been a strong passion of mine, ever since 1988 when I got my first Commodore 64. 
I remember playing a "game" where you could click a button and suddenly mountains would appear - always in random sizes, which fascinated my 7-8 year old brain. How can something appear at random with just the click of a button? I think that was when the interest for programming/game development started. I also tried my skills with the Shoot 'Em up Construction Kit. Unfortunately life doesn't always go as planned and I didn't learn anything about programming or game development until around 32 years later. Oh well, better late then never I guess.

As my first ever "real" project, I decided to create a simple game with primitive objects. The goal here is to pick up(disarm) as many bombs as possible before you get killed. The clock countdown starts at four seconds and each disarm adds 4 seconds to the clock, with a maximum of 15 seconds on the clock. 

At the current state of the game, the only objective is to survive for as long as possible. But I plan on changing the game a bit, so instead of focusing on the high score, the player will focus on how many bombs to diffuse to open up the next level. 

There are some weird issues with the pause menu, which made me disable it for now. I need to figure out what on earth I did wrong there. 

Things that are going to be added in upcoming releases:

  • Pause Menu
  • Objectives
  • New levels
  • New challenges
  • Sound effects
  • Other things?

I would really appreciate some feedback, suggestions or tips on how to improve my first game :) 
It can be downloaded here:
Roll On