I needed a break from my main projects and there were a few ideas in the back of my head I've been wanting to try out. Here's the result so far (needlessly big gif, after the jump.)
Exploring some cool tech:
Coming along. Not put much effort into graphics yet as you can see.
The last few days have been quite productive! I've been joined by @YO0oo0OY on sound design, who already sent cool assets. With particles, screenshakes, short flashes and tight sounds, the game already feels rather juicy!
I still have to finish the art (enemies are still red squares…), once this is done I will mostly have to make the rooms more varied and interesting, while addressing performance issues (for now the whole maze is generated on launch instead of being streamed). Not mentioning the twist ending I'd like to do…
I'm keeping a GIF album updated as I work, and here is the latest entry:
I just finished shaders. They look a bit ugly, but I'll change a few things to make it look better. :P
The player will be the main light source in the actual game. The spores(being shot) will also light the way. The in-level lights will be pretty rare, but I think I'll adjust their light range to be larger.
You can play it now online: A Strange Package
It took a while but I was able to finish it, finally. Definitely a lot more work than I thought at first.
The result is a short but fun visual novel, with multiple choices and three different ending to get. I have mainly worked on the graphical aspect, polishing up the animations and graphics, but I also added more music tracks, a lot more dialogue and, most importantly, I did a lot of coding.
This last part is important because I am going to release, under the welcoming MIT License, the engine that runs the whole visual novel. It will take a few days, so you may want to follow me on twitter for updates (it is in my profile), if you are interested. Now, this may raise the question, why do something like this when I could have just used something that already existed, like for example the magnificent RenPy visual novel engine?
There are a few different reasons for this. First, I wanted an engine that run in a HTML5 browser. Ren'Py runs on desktop, and that a little limiting. In the fast moving world that we have today, being able to reach the user as fast as possible is very important, and playing directly in the browser is quicker and more relaxing. Second, I wanted an engine that allowed for fast development. I found a great compromise with a functional approach to Javascript, which makes the development quicker by keeping elements modular and flexible.
(I know that releasing such a small game more than a month later than when I started it may raise a few eyebrows as to the speed of development in this engine… Well, in fact the problem is that I had a few personal life problems that ate a lot of my time during this period. The engine was very benign under this aspect, by not having any major bugs and allowing for a fluidiy in development that warms my heart.)
I do not want to make this whole post about the engine so I just want to say: if you have a few spare minutes for a fun story, please play A Strange Package. It would mean the world to me.
I want to thank everyone that gave me feedback on the game because that helped make the final version much better. And of course I want to thank the Alakajam organizers for this beautiful event. I am very pleased to have been part of this jam, and you can count on my presence for the next jams. Until then, bye!
So I started off with this (Friday)
(click the gif for better quality)
And continued with this (Sunday)
(click the gif for better quality)
And here I am now (Wednesday / Thursday night)
For my Kajam entry, I have decided to go with a top-down, twin-stick shooter. That should give me plenty of opportunities for finetuning the game feel and juicing up the action!
For my last MiniLD entry I tried the exercise of making a whole game design document before coding the game. Even if the actual game was quite small, it was fun writing the doc, and I think it helped keep the development focused and the end result consistent.
I won't do a full GDD this time but still, here's my notes on the upcoming entry:
The goal is to survive while finding the exit. I have a cool idea in mind for the ending, but I don't know if I'll have the time to implement it… If not I'll just make the difficulty ramp up until the player dies :)
The jam was good, but the rating system left me cold. I have a total of three issues with it; let's see if you can spot them.
10
9
8
7
6
5
4
3
2
1
It is obvious right? Ok, I'll give you the first one for free: there are no descriptive words to go with the numbers. Let's fix that.
10 The best ever
9 Amazing
8 Great
7 Good
6 Above average
5 Below average
4 Bad
3 Terrible
2 Abysmal
1 The worst ever
Better. Now everyone has similar expectations of each grade, more so than before. Do keep in mind this is just an example, there are other fitting descriptions and they could even change based on each category.
Second problem? There is no average! In a big jam there are a whole lot of average entries, so-so stuff. With this rating system I'll have to score them slightly better or slightly worse every time. How annoying.
The last problem is more personal than the prior two. In my opinion a scale of 10 has too much granularity. What is the difference between Amazing and Great? How about Terrible and Abysmal? It is not clear and as such we can expect different people to use these grades in fuzzy ways, which muddles the results. In the best case scenario the grade should reflect the (hopefully written) opinions of each reviewer exactly, not close enough.
In light of the prior explanations some propositions are in order. The first one is obvious, simply introduce descriptive words and an average grade to the current system. I'd be fine with that. Next, two more ideas.
+3 Amazing
+2 Good
+1 Above average
0 Average
-1 Below average
-2 Bad
-3 Terrible
5 Amazing
4 Good
3 Average
2 Bad
1 Terrible
I rate the rating system 2 out of 5, bad.
Cheers
I'm working out the pixel art style for my entry right now. I have a pretty basic tileset already. ^-^
I don't want to flood the front page, so I'll just keep editing this post for now. I managed to get some free time to finish up the tileset. It looks a bit sloppy, but the level design should make it look a bit cleaner.
I have only ever done jams and compos that last for 48 - 72 hours. But I'm really loving the way Alakajam is coming along, so I figure I shoud give this month-long jam thing a try.
Usually I'm coding like crazy during a jam to make the game as feature-packed as possible. Unfortunately that often results in a buggy mess. So this time I'm trying to focus on delivering a polished experience.
This is how shiny my puzzle will be
The game won't be super innovative or complex but the menus will make you weep for joy! So, without further ado, here's my plan for the 1st Kajam:
I'm going to make a puzzle game because it's what I'm most comfortable with.
Congrats to all who participated the 1st Alakajam!
So I got a lot of feedbacks concerning the super difficult and unfriendly mechanics of WuXing Rush. The gameplay rating of the game is not good as well. Therefore I took like a week to re-design the whole mechanics, trying to make the game easy to learn but still challenging, and worked out a few new mechanics for testing.
In the GIF above you can see I repainted the main character and his animations. It now takes only one element (or essence as I prefer) as the 'core essence' for certain potion. There are up to 2 enhancers can be used for a single potion, in order to activate additional enhancements. Different essences work differently as enhancers with each core essence, and some essences are exclusive from others. In general, it becomes easier to decide what essence to choose, and you don't have to choose 3 ingredients before tossing a potion.
Another improvement inspired by @HuvaaKoodia is that the tree bridge now finds its own growing path. So the timing of using a tree bridge potion becomes less essential. I'm also considering to make the tree bridge more flexible (like not only to climb but also to cross water area) and more useful (like you can regenerate HP by walking on it). I'm glad there are just so many possibilities.
Hopefully someone interests in this developing game and I'll post updates whenever there is noticeable progress. ;)
Cheers!