If you have any general comments, bug reports or such that don’t really fit below any of the recent blog posts, feel free to say them under this stickied post! A forum might be necessary at some point… Also:
- All comments will eventually be visible, sometimes they might end up marked as spam by accident and I’ll have to retrieve them. Using the same username/e-mail combo makes commenting much more reliable and less prone to give false positives, so please do that :)
Last year NMS was quite a disaster for me due to some personal problems, but this year has been a ton of fun! I even managed to finish something. Other indie developers are mostly really cool people and it’s cool to be able to follow the creative processes of other people over the weekend. Also instead of the usual pizza’n’burger -type diet, the local shop sells relatively cheap salads, so the overall atmosphere has been surprisingly healthy!
My game is called PILARI, and it’s a two-player arcade thing where the players fight against each other using bombs. I got a sudden inspiration to make a pillar-based topdown platformer engine, but couldn’t decide on where to take it, which made me end up making a simple deathmatch thing. It might still be fun? At least it looks somewhat cool.
ESC – enable gamepad
Control/Q – drop a bomb. Hold for a moment to drop a more powerful one. You can only have two bombs at a time, and when you’re charging a new bomb the other one wont count down. You can use the explosions to propel yourself and your other bomb to the air, since you can’t damage yourself. Landing on the enemy’s head damages them.
Shift/Tab – Jump. Kind of useless mostly.
Arrows/WASD – move.
I think I’ll use the same engine for something in the future. :)
A friend of mine introduced the artist Moondog to me and I read up about him a bit. Moondog was a blind composer/artist who willingly spent 20-30 years of his life on the streets of New York dressed up as his idea of Odin. Also he had a fantastic beard, which inspired me to paint. :) I recommend listening to his song Bird’s Lament, it’s great!
I’ll be streaming ESA again tomorrow 1.7. at 11 PM (GMT/UTC)! The channel is the same, www.twitch.tv/hempuli :) I’m going to show off the water area and just in general play through the game. Spoilers! Excitement! Embarrassing bugs I’ve forgotten to fix! Be there!
In other news (still ESA-related, though), I finished the final phase of the final boss! There’s still stuff to be done on that bossfight (mainly cutscene-related), but at least the biggest hurdle is behind now.
EDIT: And we’re done! Watch the stream here: http://www.twitch.tv/hempuli/b/543617522
I’ll be trying to stream ESA today 26.6. at 11 PM (GMT).
The stream wont be recorded so be there in time! The channel will be www.twitch.tv/hempuli .
Due to ~~REAL LIFE REASONS~~ I’ve been severely demotivated during the past weeks. The final boss is slowly getting there but the pace of my game development has been horribly slow. Sorry about that! :(
EDIT: Turns out one can just turn recording on at will. Watch the stream here: http://www.twitch.tv/hempuli/b/542106169
Yay! I haven’t painted in half a year, and it felt really good to do so again. Too bad the break can be seen in the quality of the piece, but I like it anyway.
So I was asked to consider submitting ESA to the IndieCade event (http://www.indiecade.com/), and after some confusion about the entry fee and the nature of the thing I did send the game to the judges. Hopefully they’ll find it enjoyable, although I have hard time imagining a retro metroidvania doing very well at larger-scale competitions these days.
In other news, I have been having some ~~real-life obstacles~~ lately which have reduced my will to work on games for the time being a lot. I’m pretty sure this is temporary (and I have plenty of ideas), but for now working on existing projects will be somewhat slowish until I get things sorted out. I think I have a pretty nice plan for ESA’s final boss’ final form, and to be honest I kind of look forward to spriting it!
I’ll be away for a bit over a week due to holiday-ish reasons. Sorry about that!
Alright, so ESA has been very close to being completed for a while now. However, these last things have taken quite a bit more time than I assumed, mostly due to not feeling inspired to go that extra mile. Since I’m have a bit more patience than I did some years ago, this lack of inspiration doesn’t mean that I’d abandon the game now, but it means things might take a bit longer still. Another reason the game wont be finished as soon as I’d like is that the soundwork isn’t finished; the composer has had an extremely busy Spring and thus has been able to get cracking on the audio only fairly recently. This is totally understandable and I don’t mind it, but it means that the game will probably be finished content-wise before the audio is ready.
So, what’s left to be done? Let’s list:
- Two phases for the final boss. The second phase has been giving me a lot of trouble because the concept I originally had wasn’t really very fun to play against. I’m still not quite sure where to go with the second phase, but fortunately the rest of the fight I have pretty much designed already.
- A mini-miniboss in the final area. I had a really cool idea for a small miniboss-ish battle right before the final one, to increase the difficulty of the final area but also to give the ending more weight, as it were. I have the fight planned but figuring out an interesting design for the boss took some time.
- The station bestiary. I’m regretting adding this somewhat, because implementing it will be really boring, but then again the concept is way too great not to use! I always loved that enemy list thing in the end of Super Mario World and want to make something slightly similar here. This’ll be the very last thing I’ll work on.
- As mentioned, the audio. I’ve implemented the sound system in terms of game code already, so I’ll just have to add in sound effects and music as they’re finished.
- A larger secret thing. The secret game area is done for good, but there’s a part of it that requires some hardcoded cutscenery and such. This shouldn’t be too hard, I’m just lazy.
I’m going to announce a release date as soon as I feel confident enough to decide on one! Sorry about making empty promises in the past (the official trailer still says I might finish the game in 2012, sigh). I’m not really used to hyping up a game-in-development so stuff like deadlines are my bane!
The voting ended last sunday, but I’ve forgotten to post the results! I think the game might’ve fared better had I had more time to test other people’s games, but still, I’m pretty happy! The results are:
27th in Innovation
29th in Humor
86th in Fun
172th in Graphics
(Placing in the rest of the categories is over 200, so I wont paste them here!)
Considering that there were 2497 entries overall, being in the top 100 in three categories isn’t too bad, I’d say! :) I’m really amazed that so many rated every single game, that must have taken a lot of time even if they gave every entry just the barest of a glance before rating…