Archive for the ‘Streaming’ Category.

Weekly progress post #69: Title screen!

During tonight’s stream I finished a level and added another, fixed some bugs and added a couple features in preparation for some endgame stuff along with adding a simple title screen in Baba Is You! :) I really should get that test build out soon because a lot of the content left to do is either endgame levels, other endgame stuff, polish or quality-of-life things that can technically wait for later (or can they???) Thanks a lot to the stream viewers for very helpful and kind comments :)

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.

Weekly progress post #63: Back to ESA 2, sort of

Today I actually managed to concentrate on ESA 2 again, kinda! 2 new enemies and 2 new rooms were added, although the latter of the two enemies will definitely require some more work. The final area is extremely bare-bones -looking, but the contents are kinda starting to get there. I really want to figure out some puzzles to put there, though; it feels like ESA 2 has been sliding to the same pattern as ESA 1 in that it’s so much easier/faster to design platforming challenges & fights that puzzles become pretty much nonexistent. I’ve written a list of potential puzzle ideas but I keep forgetting to look at it + several of those ideas are still at least partially platforming-driven.

Baba also got worked on because I really just can’t keep my hands off that project; I’m getting closer to 50 finished levels and I have ideas for more! I’ll just have to figure out where to take the game graphically and what I want to do with the general “style” of the game. What I have now is pretty nice in my opinion, but I feel that the game could really benefit from a more carefully-crafted visual/auditive design. We’ll see!! The game’s logic is also starting to get to pretty confusing levels due to the new words I’ve added, but hopefully that’ll be mostly a thing that allows for interesting puzzles rather than a problem to fix.

Weekly progress post #62: Baba takes the show

Lately I’ve been, unsurprisingly, really into working on Baba Is You, to the detriment of the progress on Snake Game and ESA 2. Today’s stream started with a new trap and a new type of moving platform being added to ESA along with a new room that showcases both, but soon afterwards I moved to Baba territory. Due to moving more things to lua lately Baba was in a somewhat buggy/crashy state but some really neat suggestions were thrown about and a bunch of bugs were fixed and features implemented, so that’s nice! I spent a bunch of time afterwards fixing said buggy/crashy behaviour in Baba, and apart from a couple more hairy issues things are looking pretty good! I’ll still have to figure out how exactly I’ll want to approach a “full” version of Baba, though.

Weekly progress post #61: An end to farting

Nordic Game Jam starts tomorrow! I really want to be able to show bits of ESA 2 and Snake Game there, so I spent today’s stream polishing some tiny bits of both. Thursday will be mostly quiet so I hope that I’ll be able to pull off some more polish in preparation for the actual event.

In ESA 2 I finally updated the double jump effect as well as the hookshot’s graphical look. Not 100% sure about the latter because of how “lasery” it looks, it almost feels as if this new hookshot should be able to be used offensively. Nevertheless, it’s an improvement. I’ll try to add some polish to certain early-game areas as well so that I could show off the beginning of the game without feeling that it’s way too work-in-progress.

In Snake Game I worked a bit on a cutscene/hub area that’ll be used for accessing the various encounters in the game. I needed to implement a ladder for said area, and to be honest the code for it is fairly hacky, but hopefully that won’t become a problem later on. I’ll try to get this area polished further before NGJ so that the player can somewhat seamlessly move from the main menu to the first encounter while learning controls on the way.

Weekly progress post #60: Shadowbeasts!

Today’s stream saw the addition of 1 new small room, beginnings of the tileset for the ~FINAL NON-OPTIONAL AREA~ and a new enemy for the previous area, seen above. The penultimate area is starting to feel pretty good apart from certain awkward room transitions, a missing bossfight and the general lack of background details that applies for almost the whole game at the moment. I’m going to have to spend a bunch of time decorating everything, eventually…

I’ll also have to redo the in-game map soon! I think I’ve talked about this before, but it’s nevertheless something I’ve been hesitating with because the current system has some really obscure code going on and picking that apart will probably be less than enjoyable.

Nordic Game Jam will be next week! I’m probably going and based on previous years it should be good fun. Not sure if I’ll get anything worthwhile done, though…