Yuguang Shi
Game Designer
Pogo Rogue
Platform:
PC
Tools Used:
GameMaker
Project Duration:
In progress
Team Size:
25
Role:
Game Designer,Engineer
Overview
Pogo Rogue is a fast-paced, 2D roguelike platformer. Armed with nothing but a pogo stick, the player must bounce to the top of a toy factory tower to prevent a virus from corrupting the toys. Along the way, the player will use their multi-purpose pogo stick to navigate challenging obstacles, engage in combat with hostile toys, and collect a variety of upgrades and powerups for their pogo stick.
Contribute
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Implement Pick System, rising floor and boss room portal
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Implement and design: Chest Enemy, and Sweeper Enemy
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Design Shop system
Shop System Design
Overview
1 Requirements Background
In the game, there needs to be a shop where players can obtain items
players can also exchange rewards from killing monsters and exploration for prizes
1) Functional Overview
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Product Content
Basic Attributes: Health, Armor
Passive Items
Active Items
Weapons
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Purchase Restrictions
Require game coins
One-time purchase only
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Product Tips
Text description of item functions, upgrade effects
Competitor Reference and Analysis
1 Feature Analysis: Dead Cell
Dead Cells has two types of shops, one within the level and another in a separate room during area transitions.
1)Advantages
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Small Shop don't require opening a menu;
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all items are placed on the ground and can be seen directly, so you don't need to spend time opening the menu.
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The large shop has a large area for adding item descriptions and categorizations, allowing players to understand all information about the items.
2)Disadvantages:
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Small is only suitable for a small number of items.
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The large shop has a lot of slot in the item list. Moreover, it requires scrolling down, so players can’t immediately find the items they want.
2 Feature Analysis: The Binding of Isaac
The shop system in The Binding of Isaac: When players approach an item, the item's description is displayed in the top left corner, and they can obtain it by pressing a button.
1)AdvantagesThe items are placed on the ground, making it very clear to compare
2)Disadvantages: Requires contact with the item, which is not suitable for our game mechanic, our game requires constant bouncing
Detail
The design leans towards the layout of shelves in a store
we are set in a game factory background, and I think designing the shop interface to resemble shelves might give players a sense of immersion.
Draws inspiration from the item description section in Dead Cells
Date Table
In Game





