Showing posts with label chroma road. Show all posts
Showing posts with label chroma road. Show all posts

Tuesday, September 6, 2016

Another Week, Another Post!

Hello, folks! I realize I'm a day late with this blog post, but this has been a pretty slow week for game dev for me, so I don't have too much to say here. I still gotta keep that once-a-week-at-least streak alive though, so here's some words! Fresh, tasty words.... D:<

Anyway, enough of that. Since the release of my last #1GAM game, Chroma Road, I've been focusing mostly on brainstorming ideas for my next project. I have decided to challenge myself for the remainder of my #1GAM experience and disallow any further "twitch" (reflex-based) games. I have made far too many of these, I realize, and I am becoming a poorer and poorer judge of the difficulty of my own games. As such, all my #1GAM games from this month on will not be reflex-based! Whoopee! :D

As for this month's game in particular, I have a few personal goals. The first is that I want to make another browser-based game. I haven't done this since March with Keyro: Arena Lockdown (which I was roundly unsatisfied with), and, what with the ease of developing for the Flash or HTML5 targets in HaxeFlixel, I have no excuse not to. Being browser-based definitely has an effect on the number of players a game gets (so many more people become engaged when the game automatically loads up for them). Secondly, I hope to find some way to incorporate scalable vector graphics (SVGs) into the game with HaxeFlixel. As best I understand, this could potentially be done with OpenFL, which HaxeFlixel is built upon, but it will take some digging. I have recently become interested in vector art, and the scalability of it seems very enticing, hence my desire to incorporate it into my games. If anyone out there has some info that could help me out (or stop me from barking up the wrong tree, if need be), I would be greatly appreciative :)

My next game will be technically experimental for me, so my intention is to keep it simple. One other thing I want this game to support is local multiplayer. I have a few ideas, and some should be ready for sharing come next week!

That about does it. See you in seven days, or thereabout! :D

Tuesday, August 30, 2016

Chroma Road Released!

Hey hey hey! I'm back today, and super excited to announce the release of my ninth #1GAM game, Chroma Road! Thats right, after all this time, you can finally play it! :D


The title screen

Play it on Gamejolt: http://gamejolt.com/games/chroma-road/184631
or Itch.io: https://hellamagellan.itch.io/chroma-road

Welcome to Chroma Road, where speed and reflexes are king, and color coordination is the name of the game! Chroma Road is a tough-as-nails, fast-paced color-puzzle/endless-runner hybrid where you must match colors with gates in order to proceed. Use the Z, X, and C keys to change to any primary color (red, green, and blue), and combine them to form secondary colors! Think fast and stay sharp as you pass through the gates, gaining score and staying alive along the way. Keep going to get a high score and ace the best time!

Chroma Road is a major first for me: Its my first game made using the HaxeFlixel framework. This is pretty important, since this is going to be my development methodology going forward. I'll even use HaxeFlixel to develop commercial games pretty soon, hopefully (more on that o come, though).
 
Anyhow, I've made 9 games so far! Woohoo! This has been a crazy year of development, but I'm on track to finish the #1GAM challenge in November. Here's hoping!

If you play Chroma Road and enjoy it (or not), please let me know here in the comments on the respective game pages. I love me some feedback! :D

See you all next time!

Monday, August 22, 2016

Dev Blog #20: Short Update on Chroma Road

Hey, y'all! I don't have too much time to whip this post up, so I'm gonna just leave you with a few of my recent screens and a short commentary. Chroma Road is coming along swimmingly thus far! Check out these images :)



Here's the first screen. Notice the UI enhancements at the top,
particularly the timer.



The number in the top left is a score counter. You gain 1 point
for getting through a gate.


When you die, this is what you see. The screen keeps scrolling, by the way.




As I said, so far, so good. The music I'm making for the game is nearing completion, and as soon as I finish the main menu (a feature I am notorious for leaving til the last minute), only polish will remain! I'm aiming for August 30th as a release date, currently.

See you later everyone!!!

Monday, August 8, 2016

Dev Blog #19: Chroma Road Progress Report

Aloha! How is everyone today? I'm pretty good, myself. In case anyone missed it on my twitter (or, I should say, since you probably missed it) I'll mention here that I've decided that my weekly blog posts will come on Mondays from now on, instead of over the weekend like before. That's when I've been getting around to it lately, anyway :P

Anyway, hello again, and welcome to the 19th edition of my dev blog posts! This week I have some fun and exciting news regarding my upcoming #1GAM game, Chroma Road! What's more, I have screenshots! Whoopee! Read on :)

First and foremost, I have running, lane switching, and color changing all implemented in the game. Chroma Road is a 3-lane endless runner/color puzzle game, so these are the main things the player can do. Here's a sampling:


The background scrolls by, and the player runs forward automatically.


Press Z, X, or C to change color, and try to correspond them to the gates.


You can activate more than one color at a time to turn to a secondary color!

 
So far so good with the game! The scrolling gates are just images for now, but in the final game they'll be obstacles that are impassable unless you are the correct color. Also soon to be added: a timer, a score tracker, incremental difficulty, and improved graphics :)

Also, I've been using this game as an excuse to learn to use the HaxeFlixel framework. It has been going well so far. HaxeFlixel has a bit of a different approach to what I am accustomed to with game development APIs, in that its approach is sort of to have everything packaged and available if you choose to use it. HaxeFlixel has a learning curve, especially if you haven't got any experience with Flash ActionScript, but it is well worth the effort of learning. I'm hoping to be able to contribute somewhat to the project in the future, once my Haxe chops have improved.


Quick screen of my IDE, FlashDevelop. Check out that sick color coordination :0


(By the way, if you want to support HaxeFlixel, they currently have an IndieGoGo campaign going on right now. Support them if you can!)

That should do for today :) Hopefully I've given you something to look forward to when my game comes out later this month! See you soon!

Monday, August 1, 2016

Dev Blog #18: Announcing Chroma Road!

Hello, hello, hello, and welcome to the first dev blog here in over a month! I'm a day late today (yet again), but that's partly because I was waiting for the first day of August so I could announce my next #1GAM game! :D This month's game is called Chroma Road! Read about it below! :)


Current logo for Chroma Road! The pink will be transparent in the game.

Chroma Road is an endless runner/color puzzle game that features multiple lanes you can run in. You control a player character that has the power to change primary colors, which allows you to navigate through colored gates that block your path. The game will be very fast, and the puzzles get harder and harder as time goes on!

I'm making this game in Haxe, using HaxeFlixel. I am really enjoying using these tools so far, and I think that HaxeFlixel is going to become my go-to game development instrument.

I'll have more to discuss about Chroma Road in the coming weeks :) Until next time everyone! Peace out!