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Pogo Rogue

平台

电脑

使用工具:

GameMaker

项目工期:
进行中

团队规模:

25

角色

游戏策划、工程师

概述

Pogo Rogue是一款快节奏的2D Roguelike平台游戏。玩家将仅凭一根弹跳杆,弹跳到玩具工厂塔顶,阻止病毒感染玩具。一路上,玩家将利用这根多功能的弹跳杆克服重重障碍,与敌对玩具战斗,并收集各种升级道具和强化道具来提升弹跳杆的性能。

贡献

  • 实施拣货系统、升降地板和老板房间入口

  • 实现和设计:宝箱敌人和清扫者敌人

  • 设计车间系统

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                 

  • Product Content                

Basic Attributes: Health, Armor             

Passive Items             

Active Items             

Weapons             

  • Purchase Restrictions

Require game coins

One-time purchase only            

  • 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

  • Small Shop don't require opening a menu;

  • all items are placed on the ground and can be seen directly, so you don't need to spend time opening the menu.

  • The large shop has a large area for adding item descriptions and categorizations, allowing players to understand all information about the items.    

2)Disadvantages:

  • Small is only suitable for a small number of items.           

  • 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 

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