Devlog 1


Setting the Foundation

Pre-Production Phase:

During the early development stages, our team was primarily focusing on core concept discussions. We explored several gameplay ideas while maintaining a balance between creative ambition with practical feasibility. After several rounds of brainstorming, we all settled on one idea that emphasizes cooperative multiplayer gameplay with fast action and strategic coordination.

The core idea:

A co-op, skill-based multiplayer arena shooter where two players coordinate a car—a driver and turret gunner.

The idea was to create something which requires co-operation and coordination rather than mechanical skill. It also diverges from standard shooters because it requires two players to work together as a team in battle.

As the gameplay programmer, my role was to create and build all the primary mechanics of the game. These were car movement, turret functionality, shooting, health systems, camera logic, and player spawning. Apart from the gameplay, I also worked on integrating 3D assets, UI flows, and sound to support the overall experience. While programming was my main task, I filled various other roles to keep development moving at a speed for our small group. Those features will be talked about more in the upcoming devlogs.

Planning

We had formalized meetings together to plan our growth strategy, recognizing upfront that time and scope would be our issues. To stay on track, we used a Miro board to map out key features, assign roles, and estimate task complexity against the available time. This enabled us to create a clean, flexible roadmap and avoid scope creep, allowing us to focus on core mechanics and deliver a refined, playable product within the provided academic timeline.

Screenshots of the planning we had