Archive for the ‘Small games’ Category.

Weekly progress post #51: Minigames

Today I started work on redoing a thing that I’ve been very unhappy about in ESA 2 for a longer time; there’s a sort of a minigame related to the teleport system that I implemented really clunkily back when I initially started working on the game, to the point where I kind of dreaded working with it later on (especially since I’ve forgotten how it works, exactly). The new implementation is way better and I’m surprisingly close to the stage where I stopped working on the system previously! This implementation will also support other minigame-type things better, although I wont talk more about those now because I kinda want to keep them under the wraps. A new room was also finished, along with some work on that fantasy RPG battle cinematics thing seen above. All in all, a very fun stream! :)

Salvage Star!


So, Ludum Dare #37 came and went; the theme, One room, didn’t inspire me much and at first I didn’t think I’d finish anything this time around; however, eventually I just decided to ignore the theme altogether and make an idea that came to my mind after reading about the release of The Last Guardian and discussion about the upcoming The Legend of Zelda: Breath of the Wild. I streamed the whole development process, which was pretty interesting! The result isn’t quite as polished as I’d have hoped, but it gave me new opportunities to add to my knowledge on how to implement moving platforms, and I feel I learned some stuff that could come in handy with, say, the Snake Game. Unfortunately this also means that I’d kinda like to continue this project!!

Anyway! The game’s very difficult but hopefully feels interesting nonetheless! I didn’t have time to add proper sounds and, since I don’t want to be a jerk anymore, left the entry like that.

Salvage Star on Ludum Dare

Post-compo version

(The post-compo version has various bugfixes and some more sounds. Maybe slightly easier?)


Weekly progress post #38: Boss and dworfs

Worked more on the new plant boss in ESA 2. There were some graphical and design-related issues that I struggled to solve and ultimately the boss as it is now feels somewhat lacking. I hope I can figure out ways to help that, though!

I also worked a bit on a project I haven’t shown off before this; I’ll try to avoid working on it on-stream too much, though, because it’s essentially a sideproject that I enjoy adding things to and the stream should be reserved for games that actually need work!

Ludum Dare #35 results!

Here we go again! Cavern of Flight didn’t fare quite as well as some previous entries, but all in all I’m nonetheless very happy with the results. Out of the 1118 compo entries, my game was

#6 in the ‘mood’ category
#20 in the ‘graphics’ category
#48 overall

I’d call that a fairly successful result! As usual my entry ended up being too hard and finicky to control, and those are things I’ll keep struggling with in the future, too, but it was a lot of fun to make a game and that’s all that matters. I’m really happy that I had the time/energy to enter the compo.


Ludum Dare 35

I really got interested in weird dynamic animation stuff during the Nordic Game Jam last week, so Ludum Dare this weekend was a great excuse to play more with that stuff (although the theme, shapeshift, wasn’t really fitting for what I had in mind). Anyway, here we are again! My entry is called Cavern of Flight and while it barely incorporates the actual theme, I’m very happy with the result because I got to do what I wanted to and the game feels pretty solid despite some hiccups. The coolest thing was that this time around I recorded some random sounds with my Zoom recorder and actually made the soundscape on my own! Lots of fun, that.



After this I feel like it’d be cool to also have rats crawling on the walls, some bats & snails and the spiders rolling other creatures into cocoons. Maybe also little archers hopelessly overwhelmed by the wildlife?

Little weekend stream


Weekly progress post #6: Boss cutscenes

So, my 7drl entry ended up being late due to me being busy on the weekend, which kind of drained my will to keep working on it. Maybe one day…! I’m pretty happy with what I have now, though, because I implemented many features I had never done before, it’s cool.

I was really tired after all this theatre stuff last week so the stream started early and also ended somewhat quickly. However, I managed to implement a pre-boss cutscene and maybe-kinda settle on the design of the boss! Also added a button to change the level editor’s background colour to magenta, woo!

No picture today because I didn’t really do anything that visual, but next wednesday should be better in that regard!

More 7drl stuff!

I’ve had very little time to work on games this week, and next week looks to be even worse in that regard; I’m working in a student theatre group and our we’ll have our premiere and the rest next Tuesday. Woo!

Anyway! I’ve taken what little time I have to work on the 7drl thing, because it’s fun to take a crack at making a “pure” roguelike (or at least something imitating one). MMF2 really isn’t up to the task, causing slowdown even with just a bit of raycasting & pathfinding (especially pathfinding), but in a weird way I enjoy having the push the program to its limits.

I now have moving enemies with different movement patterns and speeds, field-of-view and a system for enemies noticing players and so on. I was really glad to find out that making the enemies collide with each other wasn’t quite as terribly hard as I feared in this specific case. I probably won’t have time to finish anything actually playable since Sunday will be reserved for theatre stuff, but there’re some features I’d love to see working before the 7drl. Biggest of these is some kind of an “skill system”, in that the player can affect the enemies with spell-like skills and vice versa. We’ll see how smoothly that’ll go.

Weekly progress post #5: 7drl!

7drl, aka 7-day roguelike challenge, is upon us again! I’ve been meaning to join this event for at least 3-4 years now, always ending up a bit too unmotivated to work start anything. However, this time around I have not one but two ideas, the latter of which being a bit large to be making in a week.

Here’s some extra info about 7drl if you’re interested!

I had already implemented the A* pathfinding, but added walls and a text engine on-stream. ESA 2 got some pre-boss work done as well as a feebleish attempt at a boss sprite; maybe I’ll figure out a better idea in a week. The little stream visualizer also got some bugs fixed; it now displays comments as well!

Anyway, I’ll try to finish something based on my first RL idea before the end of the week, and have an extra stream about it on Friday.

Weekly progress post #4: Weird squares

Today’s stream included me making a tiny program that displays the stream-watchers as tiny squares with faces. It was fun to make! I’m probably going to extend it into something larger.

In terms of “actual” game progress, I added a new room to the metroidvania and implemented a new type of object, Customtrigger, which can alert the game of custom, manually coded events. I tested it immediately with a tiny cutscene related to another square, seen above. Also tested the jetpack/double jump powerup; it needs tweaking but it’s something. Next week we’ll hopefully get to a boss fight!