Showing posts with label dev blog. Show all posts
Showing posts with label dev blog. Show all posts

Wednesday, November 30, 2016

Corridor - Part I Released!

Hey everyone! Wow, it's already been a month since I last posted here, huh? So sorry for the delay! School has switched into high-gear (as it tends to do near finals) and, as such, I've let my blogging slide... But that's really not a very good excuse, huh? :V

Anyway, I'm back now with some exciting news! Though I may have been lax with my blogging, I've decidedly not been lax with my game dev work! I'm here to present you with the culmination of my development efforts over the past month: my twelfth and final #1GAM game, Corridor - Part I!


The title screen!

Here is the link to the MediaFire download!

As is perhaps obvious from the image, Corridor is an RPG Maker game (made with RPG Maker VX Ace, specifically). In this game, you play as a mercenary who has been hired to venture into a dangerous labyrinth to rescue a group of kidnapped children. You are accompanied by an official from the village who hired you, who is hoping that negotiation is still an option. But things aren't always what they seem, and this grim cavern might just hold more secrets than you can handle...

I sort of hashed this game together through trial and error, and learned a lot about RPG Maker on the PC in the process. When I was younger, I used to make games on the PS2's RPG Maker 3. In fact, that program was in large part what inspired me to be a game developer in the first place, so returning to RPG Maker (even this new version) was a special experience for me.

Corridor is made with only the default resources that come packaged with RPG Maker VX Ace. I used the built-in character editor to make the portraits. The game is quite short, and mostly narrative. Also, as the title implies, it is only the first part of a series of games that I hope to work on in the future. RPG Maker is a lot of fun, so I definitely want to return to it later :)


Hooray for #1GAM!!


Also, as I said, this is my final #1GAM game! WHOOOHOOO!!! :D 

I've officially made 12 games in the past year, all of different kinds. I learned so much that I can hardly believe it. I'm so very glad that I took this challenge! I want to extend a heartfelt thanks to McFunkyPants, the architect of the #1GAM challenge. If it wasn't for what he does to keep the ball rolling, I probably never would have completed even one single game, let alone 12! Thanks so much also to all the people who play my games, and especially leave comments and ratings! You all are what keeps me going!

Now, in the upcoming months, I'm going to be getting to work on my ultimate dream: creating a commercial (read: sell-for-money) game. I'm in the late planning stages for what this game will be. I can reveal that it will probably be pretty small (and have an appropriately small price tag), as well as that I hope to have it out sometime around the middle of next year. Things can change though, so please don't think of that date as set in stone or anything!

In the next little while, I will probably continue to post erratically on this blog. I hope to have my own website online in a few months, so I will probably shift this to being a more personal blog where I can post my thoughts on games and maybe the odd tutorial or two. My final semester of Junior College ends in about a week and a half, and after that, my attempt at making a career of being a game developer begins! Wish me luck :)

See you all later on!
 

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!

Sunday, June 26, 2016

Dev Blog #17: Quick Update

Hey, everyone! I'm here to offer a brief update on the status of my upcoming #1GAM game, Star Fall. This week has been pretty busy, but I've managed to find some time for development, and now the game is nearing a completed state! Check it out!

There isn't TOO much to show off this week, since the main gameplay consists of a static screen you move around on. However, you will surely notice that the wonderful artwork by calmcalling really brings the atmosphere together :)


The art is a major focus of this game, and it's looking great so far!


Another screen...


Some art still needs to be done (namely, the main character sprite), but the programming is actually about 95% done. I'm hoping to release in the middle of next week, so stay tuned! :)

See you then, everyone!

Sunday, June 19, 2016

Dev Blog #16: Running and Falling

Hello, folks! Time for another weekend update on the status of my #1GAM endeavors! This week I have some new info to bring you about my June 2016 game, Star Fall! Check it out!

The gameplay programming is broadly done, and you have the ability to guide your avatar left and right, and to catch the stars that randomly fall in your net. You gain score, which is displayed in the upper-right-hand corner. Here's a (rather primitive) screenshot:


Fancy lookin, huh? :P

You earn points by catching stars, and the rate at which the stars fall increases slowly over time. Also, instead of flying off-screen when they reach the edge, the stars bounce back towards the center. I'm thinking of making them do something similar if they hit your player character, but not your net.

As you can see, the graphics are obviously lacking, but that's because my guest artist is still working on the art, so I haven't even tried to put my pitiful programmer 'art' in the game :) Yep, it's just plane ol' squares on black backgrounds so far ;)

This game has a bit of a different design goal than my previous #1GAM entries. Firstly (and most obviously), the artwork is the primary focus of the whole project. Secondly, though, I decided to make this game purposely easier than my previous games. I may have ramped up the difficulty a bit too much recently (Keyro, Torso Ninja II) , and I don't want to fall in the trap of making games that only have content in the form of discouragingly hard challenges. Make no mistake: you CAN lose in Star Fall, but hopefully repeated loss will not be the default mode of this game :)

That about does for the time being. See you next week, hopefully with some finalized art for me to show off :D

Sunday, June 12, 2016

Dev Blog #15: Announcing Star Fall!

Hi! I have returned once again to announce my current #1GAM game. This month's project is called Star Fall!


Check out the fancy logo!




Star Fall is a game about collecting falling stars from the night sky. You play as a bear with a net on a mission to catch the plummeting stars. You navigate around, left and right, trying to catch the stars as they fall. Smaller stars will give you points for catching them, but watch out for the big stars: you must catch them, or you will lose!


Gameplay-wise, Star Fall is inspired somewhat by older arcade/home console games like Joust or (to a lesser extent) Breakout. I'm making this game because I feel like my recent #1GAM games might be a bit too difficult, so I want this to be a more chilled out, somewhat relaxing game to play.

Also, I should mention, the artwork for this game is being done by a very special guest! My girlfriend, who goes by calmcalling online, will be making all the art and animations for Star Fall! She's waaaaaay better than me at art, so this game should be the best looking one I've put out ;) Check her out on deviantArt here.

That about does it, I suppose. I'll keep you filled in when something new comes up :) Until then, take it easy!  

Sunday, May 29, 2016

Dev Blog #14: Almost Done!

Hi! How's everyone's week been? I've had a pretty good one, not the least because I made a ton of progress on my next #1GAM game, Torso Ninja II! It's very nearly done at this point, and I'm aiming to release it this coming Tuesday (the last day of the month, in fact). Here's a sampling of what I've gotten done this week!

First and foremost, the main menu has been improved significantly. It now looks halfway presentable :)
 
Yay! Main menu!



Next, I also completed the backgrounds for all three of the levels, and got all the music, level transitions, and game over screens working.
 
Level 1: The Forest


Level 2: The Plains

Level 3: The Castle

 
Many, many other, more minor things were completed this week, as well. This has been a very productive week. Good thing too! I'm running out of time! :)

That about does it for now, ladies and germs. As I said, I fully expect to release this game on Tuesday, so you'll be hearing from me pretty soon!

See you then!   


Sunday, May 22, 2016

Dev Blog #13: Getting There!

Hi, everybody! Believe it or not, I'm on time for a dev blog this week! Woo! I've gotten a good bit done on TN2 this past week, and I've even begun finalizing the bullet patterns that will appear in the actual game. Check it out!

The main thing I've completed this week is the HUD and the ability to drop smoke bombs. This is an integral new feature that allows you to become invincible for a few seconds and escape a dangerous situation. Take a look!

The HUD, complete with score, bombs, and lives.

A smoke bomb is used. You can't tell in this image, but Torso Ninja is blinking.

I've also completed a skeletal version of the main menu (allowing you to start the game, and not much else) and put in some of the first patterns. Here's the second set of screenshots:

Bare-bones title screen. I promise this is definitely not final!

Early pattern. I'm thinking the bullets might be a bit too small...

So there you have it! One on-time dev blog, for your consumption! I'm running out of time on Torso Ninja 2 at this point, but even if it doesn't look like I'm nearing completion (because I've saved the graphics for last), its coming along nicely. I'll continue to be on time for this month's #1GAM, I'm almost certain :)

See you later!

Monday, May 9, 2016

Dev Blog #12: Busy Weekend!

Woah! Hey everyone, how's it going? You may realize that I'm a day late with my blog post. Aaaaahhh! D:

It has been a very busy weekend for me, but to be honest, I just forgot, so it's completely my fault! But, I'm posting this as an update right quick, so nothing lost! (I hope!)

Development on Torso Ninja II has been progressing decently. I spent most of this week creating a method that will allow me to script enemy spawns and bullet patterns for levels, independent of the source code. What does that mean for you? It means a certain level of client-side customization! If you're willing to learn a simple markup language (and calling it a "language" is a real stretch), you can modify the levels yourself!

I made this scripting method to speed up development on TN2 ("Hey, Erik, cool acronym!" they said. "Hey, Internet, thanks!" I replied). I have big dreams for it, and hope to maybe expand it into a sort of development method for making simple scrolling shooters. I used to mess around with the M.U.G.E.N. fighting game engine, so I was thinking of doing something like that (on a much smaller scale, of course) with shmups. Who knows if I'll be able to actually get around to it, but if so, hooray! :)

On another note, I've also been working on the music to I'm going to be using for TN2 a lot this week. I make my music in the Linux Multimedia Studio (LMMS, Windows version in my case). Following is a picture of LMMS as I use it, since this article needs some visuals ;)

My DAW of choice, the wonderfully free LMMS.

I feel like I've generally been improving with my music-making skills as time has went on, and I hope for Torso Ninja II to be my most musically-accomplished work yet. I'm making the music early (unusual for me) and I've already got a couple of songs that sound okay, or so I think. At the very least, the soundtrack should be better than the original Torso Ninja (not that it's much of a horse race).

So there ya go, my day-late update :) See you next week, hopefully on-time!

Sunday, May 1, 2016

Dev Blog #11: Scrolling and Shooting

Hello again! I'm back this week with a little bit of a status update on my work-in-progress game, Torso Ninja II. I've also got a couple of small screenshots to share, more to give a rough idea of the way the game will work than to provide any concrete details. So, let's get to it!

My goals for this past week were a bit subdued, as my Spring finals are going on (only one more week to go... ;_;) but I got the visuals up and running. As I mentioned previously, I'm making this game in Pygame, so I'm very familiar with what needs to be done at this point.

Here are the screens:

 
The screen scrolls and Torso Ninja follows your pointer, like in the original.



That cryptic blue dot is a bullet. No hard patterns up and running so far. 


I should also mention that the bullets are going to have much more complex behaviors in this game than in the previous Torso Ninja. I'm drawing inspiration from my favorite curtain fire games, and I've got simple trigonometric movement working for the bullets already, so stay tuned for crazy spirals of death ;)

So, there's a taste of my past week of work. I hope to eventually include 3 total levels, and maaaaayyyyybe, just maybe, a boss at the end of the final one (that one's on the 'dreams' list for now though).

See you in a week or so :) Peace!

Sunday, April 24, 2016

Dev Blog #10: Announcing Torso Ninja II!

HELLLLLLOOOOOO!

I'm back again folks, and this time I have some exciting news! For my next #1GAM game, I'll be revisiting one of my older games. That's right, I'm making a sequel to Torso Ninja! Hold on to your hats!


Torso Ninja II's logo, of which I am actually quite proud :)

Torso Ninja was my first #1GAM game, and it was (in my opinion) a pretty choppy affair. I made it in a hurry and the only goal I had was to publicly release it, so its a very small, only mildly amusing game. Nonetheless, it is far and away my most popular game, both among my friends and family, and with the internet at large (it actually has more plays on Game Jolt than all my other games combined).

I feel like I've come a long way as a game developer since last December (when I released the original Torso Ninja), and I want to prove that by reviving this game and making it as awesome as I can. So here's the plan! :)

The gimmick of Torso Ninja is that its a bullet-hell shooter where you can't shoot back; you can only dodge. I feel like this is a pretty solid concept, as, having played a few danmaku/curtain fire/bullet-hell type games myself, it seems like the vast majority of the gameplay centers around dodging anyway, with firing back as only a sub-component. The main focus of development on Torso Ninja II, therefor, will be on making dodging both fun and challenging. I have a few ideas, but you'll have to wait a bit to hear about them :)

Lastly, before I go, I think it bears mentioning exactly how I'm gonna make this game. I originally planned to make Torso Ninja II in Construct Classic, but I kept running into snags with getting a test version of a bullet pattern up and running. I was attempting to use Construct's built-in Python scripting support, but the main problem was not having any way to index specific instances of any of the game objects, which made dozens of bullets firing in all different directions at once pretty much impossible. Unfortunately, I ended up simply giving up on Construct and deciding to make the game in Python with Pygame (the same as the original Torso Ninja). It might slow development somewhat, but with Pygame I'll have all the direct control I need to make this game a reality :)

Adios, until next time!

Sunday, March 20, 2016

Dev Blog #9: Screenshots

Hey there! Time for another quick update on the progress of my March #1GAM game, Keyro! I'll be keeping this blog a bit short, since I mainly have very little to say as far as an update goes :P However, I do have one thing that might interest those who are anticipating this game: screenshots!

Keyro is starting to look pretty good. As I mentioned in my previous dev blogs, it is a vertically-scrolling game. I have the walls, background, and the all-important keys artwork-complete. Check 'em out!


This is the main screen that you'll be looking at during gameplay. The
HUD is not yet implemented.

Look, a key!

Ooh, another!

So far so good with Keyro. It is a much smaller game than my last two entries, but it should be done quite soon! I have the whole of next week off, so I intend to complete it in a burst of productivity during that time! :)

See ya!

(P.S. This is the first blog post I've made from my newly-built gaming PC :) Its been about six months in the making, but its done now! I have yet to get my GPU [A 4GB Nvidia GTX 960. I'm going for the EVGA one], but the computer runs!)

Saturday, March 12, 2016

Dev Blog #8: Announcing Keyro!

Hey, hi, how ya doin'? Hopefully you folks have been having a pretty good week! I've been busy with, among (many) other things, the artwork and code for my next #1GAM game. I've got pictures this time! And, what's more, this project now has a name! I'm pleased to introduce: Keyro - Arena Lockdown!


I hope you like terribly forced puns in your video game titles.


In this game, as I mentioned before, you must run through a vertical maze of spiked walls that scroll against you, and try to escape the deathtrap. Keys feature prominently in the game (hence the title), as sometimes your progress will be impeded by a locked door and you must have a key to open it.

Much of the artwork is in a very primitive state, so I'm gonna hold off on showing screen shots for the time being. I will, however, showcase a pair of very simple sprites that make up much of what you actually see in game:


This is your intrepid hero, who looks somewhat like a viking.


And this is an evil integrated circuit... Naw, its just a spike wall :P


I have had quite a time making this game so far, and progress has been very slow. This is entirely due to the fact that I'm learning and re-learning javscript at the same time as making the game. I've yet to succeed in one of these endeavors wherein I attempt to learn a language by making a game in it, but this time will break that losing streak! :)

That's about all I have for the moment. See you later on!

Sunday, February 7, 2016

Dev Blog #5: Announcing Plitka!

Hi everyone! This has been a pretty busy week for me, but I did manage to find time to squeeze in a bit of game dev, and I'm pleased to announce the fruit of my efforts and my third #1GAM game, Plitka!


Current logo of Plitka!




Plitka (плитка, roughly Russian for 'tile') is planned as a straightforward puzzle game in the vein of Tetris. Individual tiles (called plitkas) fall from the sky, in groups or alone. You, the player, will control them by moving them up, down, left, and right as they fall, trying to match up four or more when they "settle" at the bottom and become immovable. If four or more are matched, they are cleared and disappear. As time goes on, the rate of plitka spawns and the speed of falling increases. You score points for clears, and the game ends whenever the game board overfills at the top.


I'm making this game in Python, using the Pygame API. Some basic progress has been made already, and, hopefully, next week will be less busy and I can make some serious progress. The main design goals I have for Plitka are to be A.) smaller and easier to make than my previous game, Cargo, and B.) smoother to control than either of my previous games.

That about does it for this week folks! As always, any comments are welcome. See you later!

Saturday, January 23, 2016

Dev Blog #4: Doin' Time

Howdy howdy howdy! Time for another exciting developer blog from yours truly! This has been a pretty cool week for Cargo, as I've finally implemented what I knew from the start would be the trickiest core feature: Police chases! That's right, now you can lead the cops on an exciting chase down the highway! And that's not even the only thing I've accomplished this week...

The first batch of screenshots I'm sharing is an overview of the saving and loading screens. Cargo uses a simple save file system. You have three save files to choose from:


The save menu, accessible from the end-of-day menu.

And the load menu, accessible from the main menu.

Incidentally, this is the aforementioned main menu, in
all its huge-titled glory.


The next few shots show some details about police cars and their behavior. It took a lot of fine-tuning to get the cop cars to perform at the level I wanted them to. Probably no other feature in the game took more time to get up and running, hence the punny title of this week's blog.



Here we see a police car, relaxing in its natural habitat. Notice
the "legality" icon at the top-center of the screen.

You'll never take me alive!!!

Or, you know, maybe you will...

I've made a lot more progress as well, but that's about all I want to reveal at the moment. Not much stands in the way of this game being rolled out, aside from some assets (the game still woefully lacks music and sound) and final touches. The next dev blog is due in a week, and I may or may not already have the game released before then!

I'm gonna take an aside here and actually talk about this blog for a moment, since these thoughts have been on my mind and have no doubt influenced my development process (see, I'm still on topic!). I started this blog as part of my New Year's resolution to become a "real" game developer, since I reasoned that if someone out there read about my games and was expecting me to actually complete them, it would give me more incentive and focus. It is still quite early on in the year, but I'm pleased to say that my plan has worked well thus far. I've been a coder for a while, and I've made little (usually unfinished) games for five years now. I can honestly say that I've learned and grown more as a developer in the last two months than I ever have before.

This blog and my other social media outlets have taken me out of my comfort zone. I'm actually a very introverted person, but my ultimate dream is to be a game designer, indie or otherwise, professional or otherwise. I'll probably never become a hotshot developer, but I can at least say now that I'm a "real" developer: I have a game out there that you can play, and another on the way. I'm not in it looking to make a fortune, but I do want to be the best game developer I can be. Making games makes me happy, and part of making games is trying to get people to actually play them. You have to talk and be visible as well as code, draw, and write, no matter who you are, and I've realized that over the last few months.

I also realize that I'm rambling a bit. :) All I'm trying to say is, if you're a potential game developer, don't hide in your shell like I did for half a decade. Make something! Put it out there! Make something else! Talk about it! And do it because you love it!

So long! See you next week, or maybe before!!

Saturday, January 16, 2016

Dev Blog #3: A Lack of Productivity

Hello everyone, I'm back again for my weekly developer blog! This week I don't have very much to report. Progress on the Cargo has slowed somewhat, thanks in large part to the Spring semester beginning for me this past week. Classes eat up a lot of my time, and what's more, I actually have a job on-campus, which leaves me with still fewer free hours.

But enough with the excuses! Since you're here reading this, you must be chomping at the bit to hear more about Cargo, right? Of course you are! So let me get right into it!

As I said, limited progress has been made this week. One of the main successes I've had is implementing the upgrade screen. It currently is missing much of it's text, but at least it is displaying.


I find the rich purple hue to be nice and relaxing after a long
day of barreling down the highway.


Most of the text is not there yet.


The other main thing to show is the fact that cars now leave behind a wreckage sprite when they've been crashed. This comes as part of a large series of tweaks to car behavior. The random traffic you encounter on the road should seem significantly more intelligent than before, especially in the thru-lane.

 
A grizzly scene...



That about does it for the progress I've made this week. I've been kinda slacking, I know, but the good news is that next week should allow me quite a bit more time to get things done with the game. Hopefully by the next dev blog, I've have the police cars (an integral feature) implemented!

Fare thee well, for now!