Archive for the ‘plans’ Category.

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.

Nordic Game Jam 2017!

voittoisuus
(Cool photo & cool cake by my girlfriend, Anni :3)

Nordic Game Jam 2017 was last weekend, and I ended up winning it with my game, Baba Is You!

I went in not really expecting much; I wasn’t initially really in the mood for making new games so the plan was to kinda feel the situation and possibly just work on ESA 2 and/or Snake Game. The theme of the jam was “Not There”, and at some point it got me thinking about “not” as an operator in programming/logic. This in turn made me think of a puzzle game where the game logic is part of the game world, and eventually this idea turned into my entry. I was expecting to run to some really hairy coding problems and not be able to finish, but hey, that very much didn’t happen!

notthere

I’m not totally sure where to take the game from here; during the event my plan was to polish it a bit and release it mostly as-is, but since people really liked it and it even raised some philosophical considerations in some players, I think I’ll be working on it further.
hihi
notthere2

Download the game on itch.io!

 

In other news, Environmental Station Alpha’s second anniversary was also last weekend, and I almost completely forgot to announce the sale that went with that. Oh well! Let’s hope we won’t get to its 3rd anniversary before ESA 2 is done.

Next up in the indie gamedev event schedule will be No More Sweden in June; we’ll see what happens there :O

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.

TURTLES

ITS NAME IS BLOCK THE TURTLE

THANK YOU ANNI

Weekly progress post #50: Well, this is a bit unfortunate

tadpoles
Hahah, I didn’t realize that the 50th progress post would be now! Oh well. Today’s stream was shorter than usual due to other things, but I feel that I managed to work on ESA 2 fairly nicely – A new enemy and a new room were added! I wasn’t intending to add a gif this week, but I guess I ought to celebrate this milestone somehow so there we go. I’ll try to have an extra stream later this week.

More image generation, yay

So! I spent some more time working on my image generator algorithm based on/inspired by the Wave Function Collapse algorithm.
Here’s what I ended up with the last version of my first generator:
wfc4
At that point it was really really slow even with very small input pics (you’ll notice that the output image is smaller to help; the gifs don’t represent the actual generation speeds!)
I decided to re-do the whole thing, this time trying to implement as much as possible in lua. In the end I got it working much, much faster:
wfc5
I implemented some more things after taking that gif, but sadly didn’t make any new compilation gifs. I think this next one is done with a later version (tried to make an input that’d generate roguelike-like areas). Fairly sure I kept improving the algorithm after that, too!
wfc6

Finally, I made some simple roguelike-like map generation using the final iteration of the algorithm! First with a more basic “tunnels, walls (and water for some reason)” pattern:
wfc7

…And then with a more complicated pattern:
wfc8

All in all I’m really happy with how this thing turned out, even though it’s not really a match for the WFC algorithm. I think this could be useful when generating levels, although I think it’d have to be comboed with multiple input images to really work. Maybe first an input image that defines various ‘areas’, then separate inputs for all those area types? I’d like to release the source of this but I think I’ll have to ask ExUtumno who made the WFC algorithm first, since my algorithm is very heavily inspired by it.

Weekly progress post #47: Slime

Today’s stream saw the return of an old friend, made in the very beginning of the game but taken out due to changes in plans. I’ll have to tweak said entity to make it fit its new home, but I think things’ll be fine. Also spent time on making slime feel more slimy and adjusting the area currently in the works, as seen above! Next week we’ll get into some even more slimy areas, though!

(Aaghh this game has been in development for 2 years soon)

(Also toyed around with the procedural generation algorithm! It’s been a fun little sideproject and I’ll try to utilize the results in a roguelike or something (inspiration from Caves of Qud, which successfully uses the actual WFC algorithm for dungeon generation, as far as I know. I think my homebrew algorithm could manage something similar, even if not equally consistently!)

Procedural generation, yay!!! Also Ludum Dare results

After seeing the developer of Caves of Qud utilize the Wave-function collapse generation algorithm successfully for generating roguelike environments, I felt like it’d be fun to try to implement something akin to that in Multimedia Fusion 2. The original algorithm (You can find it here!) was written in C# and after trying to parse the code for a while I gave up and thought up how to approach the algorithm based on the general description of it on the git repository. The result isn’t nearly as nice and tidy, but it was fun to dabble with and it just might be useful for something if I can get it optimized a bit.

First try:
wfc

After some tweaks:
wfc2

Current state:
wfc3

As you can see, the algorithm suffers from slight misalignments here and there, making the results less neat, as well as small holes that are technically ‘handled’ by the algorithm but for one reason or another don’t get assigned anything. The generation is also very slow, something that can’t be seen in the gifs.

Anyway!! Ludum Dare #37 results arrived! Sadly, Salvage Star didn’t fare very well – it got in the top50 in the Graphics category, but that’s it. Very much understandable since the game ended up being really hard and frustrating + I guess people have kind of seen the ‘singular huge enemy you climb’ -thing already at this point. Still, I of course kinda wish it had fared better! Maybe next time. At least the game gave me some good data on how to get moving platforms to play nice.

Download Salvage Star

 

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