Archive for the ‘ESA 2’ Category.

Weekly progress post #75: A bit of everything

I actually managed to work on both Baba and ESA2 on today’s stream. In Baba, I implemented some map-related things to make it more polished. I also started working on a fairly cool special effect but ended up giving up on that because it would’ve required me to rework some very base-level code and would also have caused some entirely new graphical issues to solve.

In ESA 2, I implemented the intro for a new (old) boss. Said boss still needs a bunch of graphical work but I have the general idea of the fight in my head so getting to implementing the actual fight should be fairly smooth.

I also dabbled a bit with my chess pathfinder and fixed a bug in how bishops behave if they’re looking for a path to a square that they can’t actually land on.

I’m currently in a state of mind where I have a whole bunch of projects I’d like to dabble with but kinda know that I wouldn’t have the motivation to actually work on them. I think I’ll do a little classic roguelike project at some point but maybe it’d be for the best not to do even that.

EDIT: Oh yeah, I think I skipped a stream & a weekly update due to Ludum Dare last week! I’ll keep that in mind. I’ll make a post about the Dare when I remember and have the energy.

Weekly extremely belated progress post #74: Yeah

Here’s finally that one weekly update I missed some time ago! I wasn’t feeling very inspired and ended up working mostly on Baba after all. The stream was pretty slow but I did fix some bugs, cleared up a very curious unintuitive mechanic (thanks Mokesmoe!) and added a new level. The word I added last time has turned out to be a pretty tough one to create levels for, but it’s interesting enough that I think it can stay. I have plans for a really odd and cool word to add, but that’ll require a bunch of work and despite my plans saying otherwise I didn’t get started on that today. Oh, and I added those brick tiles seen above!

In ESA 2, I made some sprites for a new boss, so that’s nice! It’d be interesting to have fun designing a boss again. :)

Weekly progress post #72: Poetry??

Today’s stream concentrated on Baba Is You, as has been the case for the past months, but ESA 2 also saw some work. In ESA 2 I added a new level and some new tiles to go with that and an important visual element that’ll be used in a bunch of cutscenes. The room added is the last room before a boss, so that’s sweet. In Baba I finished a room I had started before and added 4 (I think?) new levels, although 3 of those were replacements for removed ones. I edited a certain word mechanic pretty heavily (which necessitated the aforementioned replacement), and while I lost what I think to be a pretty funny mechanic, I got a fairly similar substitute in its place and some new potential puzzle elements. There was some nice chatting going on, and I think Alvaro_as was the one who suggested making a poem in Baba; it’s a wonderful idea! Now I need to figure out how Red and Blue work, though.

Weekly progress post #71: Four new levels

A new word was added to Baba, and it turned out to allow for some pretty interesting levels; as the title says, I managed to create 4 new ones using this new word, which is really nice! Another new word was on the to-do-list, but I realized that I’ll have to ponder on how to implement it properly because some potentially problematic cornercases turned up. Some new decorative objects (and their respective words, of course) were also added; the plan is to differentiate the game’s map into various visually and mechanically (or difficulty-ally) distinct areas.

I had started a new room in ESA 2 but left it unfinished, so the stream ended with me finishing work on that room and some related story flag things. I’m very very close to the end of the final area, here, although the amount of things I’m not happy with is so long that I’m not sure if this is something to feel good about just yet!

The chat was very lively and encouraging today, thank you a lot! :)

Weekly belated progress post #70: Some ESA 2, too!

Unlike I had planned beforehand, today’s stream concentrated on, well, Baba Is You. I redid a couple levels and fixed some bugs. I think I have a good amount of levels now, but more might be coming & the existing ones need enormous amounts of work.

After this I returned to ESA 2 which I’ve really been neglecting for the past couple months; A new enemy was added (as seen above, although it’s still fairly WIP) and I added decorative stalactities/stalagmites with the new prop system. I also adjusted the behaviour of an older enemy to be more predictable. All in all small changes, but nonetheless something.

I’m one stream behind schedule at the moment, so there’ll be an extra stream someday, but it’s hard to say when exactly. We’ll see!

Weekly progress post #68: Make

Today’s stream concentrated once again mostly on Baba Is You; a new word was added along with 3 new levels using said word, some colours were changed and I added more proper names for some levels. I ended up not naming all the levels on-stream since that would have spoiled them to some extent (although I’m not sure if anyone’s interested enough to check them out in more detail). I also added a new tutorial level + restructured the level map slightly.

In ESA 2 I added a little shortcut and a cutscene to go with it – there’s a lot of polish I’ve been thinking of, but I haven’t quite reached the level of motivation needed to pull off most of that. Nevertheless, this little addition was still better than nothing!!!

Baba Is You will probably need another art pass before being finished, but there’s only a little bit of stuff to add before I’m happy enough with it to let some testers have a go at the game. It’d be nice to be able to enter a stage where I’m not adding more content but polishing the existing stuff & adding quality-of-life things such as menus and whatnot sometime soon.

Weekly progress post #67: Huge mushrooms

So yeah!! Today’s stream ended up being extra long and during it I ended up adding these props that I can put down where I want to liven up areas. They’ll be extremely helpful with more lush places because apparently it’s very hard (for me) to design an area with heavy vegetation in ESA 2’s tile system & colours. Getting these to work took way longer than I assumed + I ended up having to deal with some performance issues (albeit ones that turned out not to be caused by the newly-added props, or at least not entirely). I really hope I won’t have to spend much time optimizing things, but capsulehero told me some really simple and powerful quick optimizations which I think I’ll definitely be applying sometime soonish.

On top of this a new enemy was added & some adjustments were made, but the props were definitely the big thing of the stream; hopefully they’ll be worth it and not clash too badly with the rest of the art!

Weekly progress post #66: Emptiness

In today’s stream I spent way too long just playing ESA 2, trying to gather all the powerups (and bumping to annoying things, unfinished content and being just generally unhappy about many aspects of the game). Two new rooms were added along with some fixes and a new neutral critter, but I really need to figure out things to make the game feel more lively and/or interesting. It doesn’t help that there’s still a ton of things to get done! I’ve tried to add things quickly with the mindset that I’ll come back later to adjust them, but at this point the general unfinishedness of everything is starting to become a factor that makes development slower. :(

At the start of the stream I also implemented some stuff for Baba Is You. I still feel much more like working on Baba than ESA 2, but I should probably force myself to work more on the latter just to get forward. At least Baba doesn’t have quite as annoying design-related problems (although a whole bunch of design issues of its own). Still, I’m pretty sure I can get Baba done in a reasonable amount of time!

Weekly progress post #65: Cool Ghosts

On today’s stream I worked a bit on Baba and a bit on ESA 2. A new room was added for the latter along with a new enemy and a new set of platforming obstacles. Not much, but the new enemy is pretty cool in my opinion. Right now I’m feeling fairly unsure about the art direction of ESA 2 (again) plus getting it done is seeming like a huge task (again), partially due to Baba taking so much of my attention. For Baba I implemented a new word which seemed to work pretty OK, although designing puzzles with said word could get too frustrating for the player pretty fast, as Mokesmoe kindly pointed out. I’ve been in the process of updating the game’s graphics to a higher resolution and that I updated a couple sprites during the stream as well, and finally a new level using the aforementioned new word got added. I was going to implement levels using a different word at first, but some bugs/inconsistencies turned up and I had to change plans.

It’d be pretty cool to get Baba done this Summer; that doesn’t seem impossible although I should definitely polish it as much as possible before that (and I guess marketing-wise it’s already way too late for it :( )

Weekly progress post #64: On

In today’s stream things kept trucking forward; I polished a larger room I had started last time in ESA 2, added some new decorative tiles to the final area and implemented an elevator and some mildly story-related stuff that goes with said elevator. The final area still feels pretty empty and uninteresting and I should probably sit down and make some notes on how to make it feel more consistent and flow better, but the new tiles already helped a bunch. The area definitely needs more in terms of large, imposing enemies and interesting structures, it’s supposed to be (kinda) the final area, after all!

In Baba I fixed bugs related to a new word and tried to implement a puzzle around said word although that didn’t go too well. There was some neat discussion and suggestions (mainly by Mokesmoe, thanks!) and working on Baba on-stream felt really nice as a result. I’ll have to start thinking of the game’s level structure soon because I’m already sitting on a whole bunch of levels and have some hopefully interesting ideas on how the progression of the game would go. The graphical design is still an issue although I have some concepts in my head that might work.