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Blastrobots Trailer
Quick Summary
Blastrobots is an isometric, robot-slaying, modern homage to old-school arcade games. Blastrobots features multiple weapons, unique enemies, and an innovative revive system. Blast your way through hordes of enemies by yourself or enter the fray with up to three other people in same-screen multiplayer action. Combine weapons to unleash devastating combo-shots, assist your friends when they go down in battle, and battle across a space station teeming with enemies.
My role in the team
My primary task, while designing for Blastrobots, was to create and fill the spaces of the second, third, and final boss levels with content and gameplay. For this task, I quickly prototyped numerous small levels with different unique styles of gameplay. When the game mechanics for Blastrobots became finalized, I was able to easily identify what was fun for our arcade style of gameplay. These levels became the Casino, the Space Highway, and the Boss level, which are featured in more detail below.
In preproduction, I developed the mechanic and original idea for the unique weapon combinations, where players are able to pick up two power-ups that transform their weapons into more powerful Combo Shot abilities. Throughout the process, I was as involved with the programmers, artists, and leads to make sure the mechanics and balance of the game could be polished to the highest quality that time allowed in our short development cycle.
In preproduction, I developed the mechanic and original idea for the unique weapon combinations, where players are able to pick up two power-ups that transform their weapons into more powerful Combo Shot abilities. Throughout the process, I was as involved with the programmers, artists, and leads to make sure the mechanics and balance of the game could be polished to the highest quality that time allowed in our short development cycle.
Design Goals
- Create classic, arcade style gameplay that most complemented the game mechanics of Blastrobots
- Make each new level feel different from the last, yet similar enough to keep consistency in order to prevent stagnant and repetitive gameplay
- Make balanced levels for one to four players that actively scale in difficulty based on number of players
Casino Level (2)
Level Description
The Casino level was designed to be a giant slot machine that encompasses the entire room. The three wheels on the floor of the level are spun by shooting the large red button in the middle of the screen. The first two wheels have different enemy types on them, whichever the wheel lands on spawns in the room to battle the player. The third wheel acts as a "modifier" that can bring good or bad news. For example, it might land on weapon drop which spawns weapon power-ups around the floor. Or, if luck is not on your side, the wheel might land on No Weapons which strips the player of power-ups. When the spins remaining counter reaches zero, the final spin lands on a jackpot that loads the player up with whatever combination of power-ups they want (granted their friends don't reach them first).
Highway Level (3)
Level Description
The Highway level was designed with old arcade on-rails levels in mind. The player exits the Casino level and boards a large platform shuttle that rockets down a futuristic highway. Large Spawner Bots fly in and dump off enemies on the four corners of the platform. There are 5 different enemy sets that can be dropped off and happen at random. The player can destroy the Spawner Bots that drop the enemies off for bonus points. Intermittently, Security Bots fly by and sweep the left or right side with lasers.
Boss Level (4)
Level Description
The Boss level went through numerous changes and versions before I was happy with the result. The boss moves back and forth across a track on the top of the map. Behind the boss are two generators similar to the ones throughout the rest of the game. Invulnerable shields protect them from the players attack. When the boss stops to charge her laser attack, the shields on the generators drop and are vulnerable to the player. When both of the generators are destroyed, the boss loses her shield and is vulnerable. During this phase, the boss fires charged lasers at the solar panels which reflect off of each other in set patterns until she is destroyed.