I've been beavering away on my Feedback Fortnight game over the last month, making steady progress. I put up v1 a couple of weeks ago, and today I have a second version ready. There's plently of changes, bugfixes, and refactoring. I got an idea from Dr Laguna's feedback: you can now upgrade your spells after you defeat certain wizards. Adding this feature required refactoring a whole bunch of code as the various spells were all hardcoded and never meant to be changed in its original version!
I've also added more music and gone through the sprites with a fine comb - there's enough space to add another enemy/spell, and I would love feedback on what would be a cool addition to the game!
Missing things and known bugs:
Things added in v2:
Welp, November was an interesting month. Participated in Nanowrimo and got away with 23000 words. Less than half the goal, but no matter. Pretty happy I was able to churn that much out in that short time.
December has been the month of relax, especially now with that holiday right around the corner.
It's time to get back into game dev. I imagine my coding skills are a bit rusty after such a long hiatus, but I hope it will come back to me in time for the next Kajam.
I'm looking forward to stretching my coding muscles once more.
Hey there,
I am really looking forward to this Alakajam Feedback Fortnight event! Unfortnunately I missed the first FF event, but this time I submitted an entry! For LD41 DevilLime, xXBloodyOrange and I worked on a mashup between a Tower Defense and a Clicker game: Grantchester Meadows which is now awaiting your feedback!
I am also looking forward to play your entries. I will try and give detailed feedback.
I participated in Ludum Dare 43 recently, and came up with this mess: https://ldjam.com/events/ludum-dare/43/the-greater-good
A quick update on my A.G. Hope update towards a sellable game (now renamed to Modular Hope).
I think I've spent roughly 8 hours on the game so far, and it's been mostly dedicated to rewriting the controls and physics for the game. What made things a bit slower is how I've been trying to take advantage of "data oriented programming" patterns that are making their way into Unity good practices.
I think I have a good base now for managing & structuring those modular spaceships, the current step being to implement docking on top of it. My first attempt hasn't been too great :P I attempted to optimize things by creating a single, large circle trigger on each room to detect other rooms within docking range… Except not only I have a little direction detection bug (see below!), but I just realized that in fact it wouldn't behave correctly in all cases. What I need to do is put a trigger on each of all 4 sides of the room.
To be continued…
I finished Px Editor! I accidentally already completed the challenge since I was posting about my website on reddit which resulted in some sales/donations, so I decided to make Px Editor free, but allow donations!
UPDATE: Px Editor just completed the November Challenge on its own. Somebody already donated $3. :D
https://cmlsc.itch.io/px-editor
First free weekend since the jam ended, how did I use it?
I used it well!
Many small improvements and one new feature (the cat statues); final polish, you could say.
Taken that the project did pretty well in the polls, a post-jam version was certainly needed. Having promised it multiple times during the jam, as always, was a factor too.
Quote of the day
"Now I'm satisfied!"
-- Team member 2
Today's a big day, as the community just launched its official Discord server!
The decision was taken after debating it thoroughly among the team and community regulars: while we love our current chat hosted on IRC, we also felt it was needed to have a place on Discord, as a lot of gamedev enthusiasts are using it. From now on we'll be supporting both services, with bridges between them thanks to the discord-irc bot.
We hope to see you there!
I know I am not going to make any money off my game. I am just doing for the LOLs.
I have a cool idea for a modding system using web services and guids. It is going to be great.
You will enter a guid, and it will go to a web service to see if a mod is out there connected to the guid you used. Then it will download it into your game and you have a mod!
As a beginning developer, the idea that I could market anything I have created is utterly ludicrus to me. It's not that I have anything against marketing, but rather I don't feel comfortable marketing any of my projects.
They're all kinda crap, and I know it. Fun, sure, but not worth a penny in my opinion. That's probably my pride talking right there, but it's a feeling I can't quite get over.
So, I won't be taking on this November challenge. Maybe next time.
Mean time, I intend to take a break for coding as Nanowrimo has started up again, and I plan to take the challenge. I'm a huge fan of games with great stories, so I feel that this will be great practice.
Good luck to everyone taking on the November challenge, and make that sweet sweet lettuce.