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GRAPPLE-NAUTS

ROLE

Developer, Designer

TOOLS

G-Develop

DURATION

4 Weeks

GENRE

Asteroids | Arcade

PLAY NOW

Grapplenauts is a face-paced Asteroid-style arcade game where the player must use a grapple hook to swing from wall to wall in order to evade obstacles and collect their precious gems. With multiple game modes of fun such as campaign and endless will keep you wanting more! Do you have what it takes to strive in the glory?

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If you want to see more of this game, be sure to watch the teaser or click the button below!

Video Produced by Jeremy Winch

SUMMARY

Inspired by asteroid arcade video games, Grapplenauts was developed by my team as part of my time at QUT. With Jeremy Winch coming up with the original idea, the MVP (Minimum Viable Product) was already produced. This resulted in all of us simply expanding on this core concept, attempting at making this game more engaging and enjoyable. 

MY ROLE

As both a developer and designer of this G-Develop project, it was my responsibility to help with both the programming and level design. Since I was not the sole designer or developer, it was easy enough to be able to brainstorm with both Jeremy Winch and Noah Browning in order to determine how we were going to make this game authentic. We would delegate each other tasks to what we thought was appropriate to our designated roles.

SKILLS DEMONSTRATED

The skills that were demonstrated in this project include:

  • Object-Oriented Programming (OOP)

  • Collision Events

    • Missiles

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As shown below, these were some of the major tasks that I worked on:

Missile System

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Missiles spawn around every 8 seconds and will know the players last known location. As shown on the right, the missiles will spawn from all sides and will travel in a straight line towards. These missiles pose as an obstacle and a threat to the player as they will deal damage if they happen to collide with them. 

Missiles.gif

JEREMY WINCH | LEAD DEVELOPER

THE TEAM

KYLE LIM | DEVELOPER | DESIGNER

NOAH BROWNING | DESIGNER

LEVEL DESIGN

Level 2

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The concept design and the final design. To make this game more exciting and engaging, levels had to increase in difficulty. This resulted in the decision of adding extra walls within the level itself to force the player to think more carefully about their manoeuvres and how they are going to evade the incoming missiles.

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