Archive for the ‘Weekly update’ Category.

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…

Weekly progress post #59: Snake Game Stuff!

Today’s stream was fairly short & uneventful; I added a new small room to ESA 2, fixed some bugs and started working on the transition to the next area. Surprisingly Snake Game saw more development; I implemented a system where the player can enter their name when starting a new game. The system ended up being really hacky which will probably cause trouble for me at some point, but at least it works.

If the player can name the main character of a game, should they be able to add stuff like exclamation marks, numbers or dots to the name, or should the game force the name to be somewhat standard?

Weekly progress post #58: Yggdrasil

Still didn’t get out of the current area in today’s stream, but there’s very little left to be done here (sans the bossfight, which I skipped and will implement later). I added a new room, worked on & polished one and finalized a couple others. I also added the basics of a Very Important Cutscene along with a fairly important (and hopefully cool) gameplay thing. Hopefully I can now get this area mostly done before next week’s stream!

Also finally managed to implement the player’s parachute in Snake Game! That’s another thing that has been coming for nearly a year, so it’s great to get forward on that front, too!

Weekly progress post #57: Chill and chatty

Today’s stream was very nice and there was a fair amount of discussion going on, which is always a joy! I added 2 new rooms and a new enemy; it’s not that much especially considering the stream was about half an hour longer than usual, but on the other hand said enemy is somewhat more complicated than usual enemies, used as a miniboss-type deal and by implementing it I ended up also finishing a couple plot-relevant things.

I really want to get done with the current area because I feel I’ve spent a long time at it already, but luckily the end is nigh; if I work on the area a bit between streams, I should be able to get it finished next week (sans optional rooms & the boss of the area) (maybe).

I was planning to add some stuff to Snake Game as well, but after spending so long on ESA 2 stuff I wanted to end the stream so that’ll be a thing for later.

I need to draw more.

Weekly progress post #56: Things Are Taking Shape

Today’s stream was fairly uneventful, but there was a surprisingly high amount of viewers, which was really nice. Thanks, people! :) I added 2 new rooms and implemented a new enemy, albeit one that works mostly as a way to teach the player a movement technique, seen above. I feel that I’ll have to add a couple larger enemies to this area because it’s meant to have a strong theme going on and right now that theme really isn’t there.

Also started the stream with working a bit on Snake Game’s spritework! I’ve finally redrawn the main character’s sprites to look more like what I had in mind; it took me over a year to get that done because I was so scared of the task. There’s still the walking/running animation left to do, but after that I can finally move onto other stuff (momentarily, but nevertheless).