Axis Of Righteousness Prototype Devlog
- brandonmcrae
- Feb 7, 2022
- 2 min read
Updated: May 19, 2022
Intoduction
A new semester is here and as such a new game is in the pipeline. This game is a Twin-Stick shooter, dungeon crawler called Axis of Righteousness that was designed in the prior semester. This devlog will be covering the different aspects of the prototypes development including the sources of research I use to achieve certain features as well as just how the prototype is coming along.

Week 1 - Planning Phase
Before beginning the project, a plan was needed to ensure that the ideas mentioned in the GDD were laid out in order of priority. To make this plan I set up a board on trello and broke down the development process into a number of key sections starting from the player character and ending with developing the world pickups. There are also different card slots in place to help order things like what is in development, what has been completed, testing that needs done, bugs that need fixed and bugs that have been fixed.

Each card is comprised of a title name that describes the task, a checklist of different things to do to complete the task and a category label to colour-code the tasks, making them easier to spot. Due to the limited time frame some tasks have yet to be added to the list and the ones that are delegated to a "Desirables section"
Week 2 - Character Controller Set up
The first protocol is to have a player controller set up that will fit the "Twin-Stick" style we wish to achieve. This means that the only major prerequisites are that the player should move with the "Left-Stick" and aim/rotate with the "Right-Stick". The initial plan in the games design document was to have the player move in a tile format however that was changed to a free-flow format due to issues that would be caused later down the line.
Week 3 - Dungeon Generator

Week 4 - Hub-World and Dungeon Blockout
Week 5 - Real Time Combat+Death and Pickups




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