Inspiration
The games I enjoy the most are the ones where you could play with others and not care if you or they are good enough because the tornados of chaos in the games causes laughter and entertainment. Games like Bomber Man, Super Smash Bros, Mario Party, Overcooked! and Jackbox were my inspiration for Rock Ore Get Rocked.
What it does
Rock Ore Get Rocked is a free-for-all where everyone competes to get the most gold ores while not only dealing with other players, but also with the stage hazards and the rock natives (bots) in the game. You use a device called the Gathering Gun to pick up gold and also to capture the rock natives and either shoot them away, at each other, at other players or at the Rock Boss.
How I built it
I used SketchUp and Blender to make the 3D assets, Photoshop for the textures, Meta Horizon World's Desktop Editor for the developing, Visual Studio Code for the scripting and MHW Desktop Editor's built-in Gen AI to create the mountains in the background and the lava. I also used Gen AI as a coding assistant to help me better understand TypeScript and how it is used in MHW.
Challenges I ran into
This was my first time using the MHW Desktop Editor. Coming from Unity, Godot and the VR version of the MHW's Editor, I had such a rough start because I felt like I didn't know what I was doing scripting wise. The documentation didn't have the answers to very specific problems I had. Thankfully, C# and TypeScript are similar enough and that I also had Gen AI as an assistant. It was incredibly helpful but it would still get a lot of things wrong, like depreciated code or things that didn't work/exist in MHW, so I had to micromanage it. Also dealing with strange but hilarious elements in the Desktop Editor like sudden stretching of my models because I wanted to rotate it or Assets not updating so when the game would run, it would spawn an outdated Asset. When it came to animation, I had to rely on coding it rather than using the Animator because it never worked the way I wanted it to. Lucky for me, I'm creative enough to use my tools in ways they weren't built for to find solutions.
Accomplishments that I'm proud of
Despite starting late and not ever using the MHW Desktop Editor, I was able to learn and turn in my game with not sacrificing the type of complicated but fun playstyle I wanted. I captured the cartoonish and goofy style the characters have in the game and was able to make the game play rather chaotic. I'm also very proud that I got certain mechanics working, like the spawning mechanism. I have it programmed so the Spawn Manager spawns 5 different assets: Yellow Rock, Red Rock, Gold Rock, Small Gold Ores and Big Gold Ores with the Yellow Rock having a 50% rate of spawning while the rest share the other 50%. The Spawn Manager is also programmed to spawn them at the location of a moving empty object, that is angled and is spinning around the platform so it could add more to the randomness. I also programmed the Rock Boss to choose a random player in the world, constantly face them, shoot a fire ball and after a certain amount of time, choose another random person.
What I learned
TypeScript. Same realm but different waters. The more comfortable I got with it, the less I relied on Gen AI.
What's next for Rock Ore Get Rocked
Achievements, more enemies, an actual leaderboard in the world to see how everyone else doing and online leaderboard where people could see who's the top the player of my game. I also want to include power-ups and health point system for the players. I had to leave those due to time.
Built With
- adobe-illustrator
- blender
- codeblocks
- genai
- horizonworlds
- meta
- photoshop
- sketchup
- typescript





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