Glow Rogue - 2 Months of Progress - Massive Update Devlog
Glow Rogue: Massive Update Devlog
Hey everyone! It's been about Two Months since I've updated ya'll with a post here on Itch. So I figured it was time to share with you some semi-chronological progress on Glow Rogue. Below you'll find tons of images, videos, and early prototypes of the game. First off, I decided to make Glow Rogue as a test to see how quickly I could create a new game, and keeping scope creep in check. My original idea for the game is explained better in the video below:
Keeping Scope Low, Trying to Launch on HTML5 (H5) Sites
My plan from Telly the TV spreading like wildfire on HTML5 sites, was to do the same thing with Glow Rogue, but have ads integrated into the game with an ad platform. That way, when the game gets scraped so does the integrated ads and all the revenue from plays. I shopped many options, but ultimately got stuck trying to integrate SDKs from various websites, into Gdevelop game engine. WIthout a specific extension in the Gdevelop game engine, you'll have to use Javascript code. I was able to get the code into the software, but not running with ads. You can see all of the problems I encountered here in my next Devlog on Youtube:
I don't even like ads in games
Then I came to the realization that I was just following some fad and I really don't care for games with lots of ads. Why do I want my own game to be like that too? So I eliminated that idea. And regrouped a bit, while I decided to pursue the Firebase Leaderboard. I've been following a great tutorial series to get Firebase integrated into my Gdevelop game. I took some time away from the game, to regroup, and also to wait for Part 5 of the tutorial series. The leaderboard is one of the hooks in my game to keep players interested in playing.
Completed the gameplay loop
Since the last update over two months ago, very little was actually complete on the gameplay itself. There was a rough idea and a beginning but now I have a full fledged arcade-style loop that scales in difficulty each time you complete the loop. And the actual loop itself can last about 10 minutes, but I haven't timed it quite yet. I also added lots of juicy bits to the game, which I hope you'll notice in the next video:
UI Work
And with the gameplay loop mostly in place, I turned my attention to UI work. On my last game, I didn't put much time into the UI and I ended up having to go back to fix lots of things after the game was released on Steam. This time I've decided to do the hard work and put more emphasis on the UI design of the game. The title screen now, looks different from the video above. These are the screens I'm working on for the User Interface:
- Title Screen
- Main Menu Screen
- Leaderboard Screen
- Options Screen
- Upgrades/Store Screen
- Game Over/Continue Screen
Here you can see a preview of the Shop Design i'm working on for Glow Rogue:
My goal is to have all 9 power-ups in the game available as permanent upgrades. You'll receive in-game currency each time you play and get a certain score. I'm working on the math behind the conversion still, but you'll essentially receive coins after a play session. You can then use the coins to buy the permanent upgrades.
This will make it easier for you to get a higher score the next time you play. I also have the very beginnings of this UI screen for the main menu:
The main menu just serves as a branching path, to take players to other more important parts of the game. Our little assistant here will help you decide. She'll also be appearing as a cheerleader of sorts, during gameplay.
I also had some failed art attempts:

Thanks for Tuning in!
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Glow-Rogue
Futuristic Twin-Stick Bullet Hell with a Rogueilke Twist
Status | In development |
Author | ExtraMustard |
Genre | Shooter |
Tags | Arcade, Casual, Endless, High Score, Pixel Art, Roguelike, Roguelite, Shoot 'Em Up, Top down shooter, Twin Stick Shooter |
More posts
- Enough Talking . . . Start Developing6 days ago
- Devlog: Building the Glow & Chaos in Glow-RogueNov 02, 2024
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