Monkanics - A Third-Person, PvP, Arena Shooter in the Making - Devlogs
I have a video version of this devlog on my channel. Feel free to watch:
Monkanics Devlog #2: Core Gameplay and Development Roadmap
Hey there, 2 weeks no see. I’m glad to be writing/recording this again on time.
Since devlog #1, I’ve been tracking my overall productivity and doing what I can. I didn’t run into any “issues” per say, but I did plan a little haphazardly and wasn’t as focused as I could be. I didn’t get what I wanted to get done in the 2 week period.
Speaking of: 1 week was definitely not enough time to get anything substantial done. So, I will now be dedicated to making devlogs every 2 weeks. Meaning the next devlog will be on March 24th.
Since I didn’t get a lot of showcaseable features implemented, I’ve decided to use this devlog to set the stage for what’s coming next and have a more concrete plan.
Firstly, what DID I get done:
1. I started on implementing Monkanics’ combat systems. More specifically, melee combat.
2. I got the design doc for Monkanics’ gameplay done. Meaning I can actually explain the core game loop concisely and have a guide for what to develop.
3. I did a bunch of misc things, like upgrade the project to Godot 4.4 and such.
Yikes. Now that I’ve typed that out, it doesn’t seem like a whole lot does it?
Nope. It isn’t.
I said last time I wanted to get the networked gunplay systems finished, but instead, most of the growth happened within me instead of the actual game itself.
But this was actually the best time to make this mistake. Now, I know exactly what to do to NOT be inefficient and make tangible progress.
Firstly, I spent WAY too much time thinking and WAY too little time doing. I have to actually be at my computer and get into the flow of working. And I have to do that EVERY SINGLE DAY! There’s a lot of personal nitty-gritty factors that go into this, but that’s the gist of it.
Secondly, this has to be routine. I have to wake up, do my hygiene, and start working. This also includes readers/viewers like you. Making a devlog every 2 weeks consistently is a lot better than making a devlog when I feel like it. Keeps me accountable, y’know?
Ok ok, enough about that. I do have more to say in regards to Monkanics itself.
As I said earlier, I got Monkanics’ game design doc done. So I can share what you actually do in the game and have a concrete development roadmap.
### Monkanics’ Core Gameplay:
Monkanics is a PvP arena shooter about crafting, moving, and fighting like a mechanical monkey. With the main goal being to collect more Bean-anas (intentional name) than the other team.
In the game, you will be Crafting, Collecting, Moving, and Fighting:
* Crafting/Repairing weapons and/or utility items known as inventions.
* Collecting important resources like scrap, objective items, upgrades, and power-ups around the map to boost chances of survival and victory.
* Moving around via a freeform climbing/movement system. Allowing seamless vertical and horizontal map traversal and interaction with diverse arenas.
* Fighting enemies with all of the above to collect more Bean-anas.
That’s how I would summarize the core game.
Monkanics’ goal is also to fulfill the “Monkey Mechanic” fantasy. It’s less about a singular mechanic, but a unified experience:
* Crafty, but crummy mechanical skills.
* Items and objects are cobbled together with trash and stolen goods.
* Fast and agile movement.
* Chaotic fun with methods to the madness. (I’m leaning into a fun game rather than a competitive game)
I wish I had some way to illustrate this. However, I have no actual prototype gameplay ready yet. There’s a lot of nitty-gritty I have to work through as for how these mechanics actually work in game.
Great news is, now that you and I know this, I can go over the development roadmap! Essentially, what features and core systems I will develop first. These plans may change, but this is the general gist of it.
### Monkanics’ Development Roadmap:
_Step 1: Movement and Core Player Systems_
This is where I’ll create the base movement systems and core player functions that’s used in the rest of the game.
* Replace the development placeholders of walking and jumping with their in-game feel. Acceleration, deceleration, momentum, movement speed, etc.
* Add core player functions. What specifically? I’ll have to confirm that with testing.
* Add advanced movement systems, like climbing.
* Other systems like health, UI, etc.
_Step 2: Gunplay Systems_
Once the movement’s done, I can make Monkanics’ gunplay systems. This includes:
* Foundational Networked Gunplay: Making melee and projectile combat work over the network and intersect with my established netcode system.
* The Monkanic Wrench: The universal melee weapon you have at all times with a few unique traits.
* Inventions and the Invention Creation System: A completely modular weapon crafting system. Allowing the player to create the weapon of their dreams (or nightmares). Fitted within a toolkit (equivalent to a loadout) of 4 inventions.
* Scrap and Durability: The core resource of Monkanics. Used to repair invention durability (equivalent to ammo) and regen health.
_Step 3: Game Mode, Map, and Collectables_
Once the movement and gunplay are squared away, there’s actually a game to play here. However, it needs a game mode to tie it together.
* Monkanics’ core game mode.
* A map to play on.
* Collectables and resources on the map
_Step 4: ???_
Any essential feature not listed here. Could be anything.
_Step 5: Releasing the prototype for public playtesting._
This is the most exciting step. My main goal is to reach this point so I can get real feedback by really playing the game loop in full.
Whether that feedback is good or bad doesn’t really matter to me. The point is that it’s real. Not in theory, but in practice.
I can use all the feedback I’ll gain to make improvements and additions. Then, release a new version. We’ll play that, get feedback, I’ll make changes, release a new version, repeat.
This is a live-service dev cycle. This is where I want to be.
I can iterate and add to Monkanics until it’s a fully complete game. However long that takes.
### Closing Thoughts
So, that’s it for now.
My first objective after I finish the devlog is to start on player movement and core inputs. Hopefully, I’ll make some significant and showcaseable progress on that front.
My next devlog will be on March 24th.
I also want to mention the amount of support I got from posting my first devlog and showing Monkanics to the world. It was small, but very meaningful to me. I hope I can grow further from here. Thank you.
If you’d like to see me and Monkanics grow, make sure to like/subscribe and share devlog #2.
With that, I’ll see you in the next devlog. (Or maybe sooner, I might have some shorts up my sleeve) Stay tuned.
– Demetrius Dixon