Well, well, well… A new year! It has definitely started in a very hectic manner for me, what with all the IGF business. I streamed today for the first time this year, and actually got a pretty large system finished!
Originally I had planned for all the levels to use the same object palette by default, with level-specific changes possible to be done via the level editor. However, after implementing this I realized that I’ll want to have several, maybe even over a dozen levels that use the same changes (to create “areas” or clusters of levels that are thematically similar), and doing all the changes by hand every time would get old fast, both for me and potential users who want to use the editor. Therefore I’ve now implement a theme system, where I can edit and save a theme with a specified palette & changes to the objects, and then load that theme into a level. So next I’ll just have to create themes for all these environments/themes I want to have and apply them to the levels accordingly.
I’ve been dabbling with the level editor for a long time now and I hope this change allows me to move forward, at least for a little while!!
Someone asked me to draw my favourite animal, so I drew some corgis. I think strictly speaking my favourite dogs would be larger breeds (tibetan mastiffs, for example), but corgis do just fine. The largest one had a reference from the internet.
Well would you look at that, Baba Is You was nominated finalist in 4 categories at the Independent Games Festival, the largest (?) indie game competition in the world. One of these is even the grand prize! Here’s the full list:
- SEUMAS MCNALLY GRAND PRIZE - EXCELLENCE IN DESIGN - NUOVO AWARD (Basically the “innovative experimental stuff” award) - BEST STUDENT GAME (I’m still a student at the University of Helsinki, mind you!)
So yeah, this is very exciting news for me! Can’t wait to get this game actually done!!!
In related news, I’ll be traveling to the Game Developers’ Conference in March, partially to finally attend this magical event I’ve been hearing so much about, but also partially because I felt that Baba had garnered enough semi-spontaneous interest that it’d be a good idea to show it off in a larger event. Being a finalist in a bunch of categories is a really good additional reason to go, so I guess I’m happy I am doing just that?
Today’s stream was really nice and productive! I made some levels, started working on the game’s actual map (and encountered a lot of need for polish, haha), made some groundwork for custom objects, fixed some bugs and in general got stuff Done! I definitely feel that I’m starting to move towards the endgame in terms of actual game content, even if there’s a lot to do besides getting there. Fixing bugs in today’s stream was wonderfully simple, and it was nice to have a feeling of there not being anything that’d be really tough to fix (there 100% is, probably).
I’d like to post a gif but I think I’ll try to wait until I have some less spoilery content to post. Thanks a lot to the chat, it was very active today and made working on the game a lot more fun! :)
I made this for ArtCode on twitter. It explains a bit how the Xlua extension works. Huge thanks to Looki for teaching me how to use lua, and to Justin Aquadro for making the extension!
Alright! Obviously the announcement of Baba was the BIG THING today, but as it turns out I also had the opportunity to stream a bit. Working out how I want the map system to work & accounting for various oddities the users might end up doing with the level editor is fairly tedious but I think I got a good chunk of that handled today. Getting this whole part of Baba’s development behind me is going to be great, although I’m already feeling that the current system is too hacky/rigid so some refactoring might need to take place between now and the game’s eventual release. Eugh. Still, progress!!
People were wondering when I’d return to ESA 2, and while I’m pretty happy to be able to say that it’s officially on a hiatus (mainly in order to avoid extra stress from having to worry about keeping it worked on while concentrating so heavily on Baba) I want not to disappoint those who originally got interested in my works via ESA. So I think I’ll stream some ESA2 dev sometime soon, even if the actual hiatus won’t end until next March or so. Sorry. At least people have seemed understanding, which is very kind & nice.
Woop! It’s here! I’ve now decided that Baba Is You will be released in Summer, 2018, and the game also has an official website and Steam page now; go wishlist it, you!!
Today’s stream was slightly aimless & quiet, but I feel that I still got a whole lot done.
I started work on custom object sprites; the idea is that in the finished game the player can make levels with custom objects, and part of this system is the ability to change their spriting. This feature makes also my own work easier, because with it I can make themed levels without having to hard-code every object.
The other big thing tonight was the implementation of “paths”, i.e. routes that connect levels together, seen in the gif above. I’ve always really liked Super Mario World/3 maps and hopefully these new paths allow making more appealing and compositionally sound maps. The idea is that I’ll divide the current large map into several sub-maps, so there is well enough space for a little aesthetical polish like this.
I hadn’t slept much last night so I was extremely tired at the beginning of the stream. However I managed to persevere, and as a prize for that I got some of Baba’s map stuff actually working! There’s a lot of polish to be added and big features still missing, but I think I have a good idea of in which direction I want to go with the visual design here. I also managed to re-implement the old map in the new map system, which is good for getting a new playable build out.
What worries me somewhat is that there’s some kind of a bug in the level editor; after a while of using it the game either crashes or something stops working. My guess is that I’ve accidentally forgotten to take some tiny lua thing into account and it then accumulates until problems arise, but as with the previous “nothing-works” bug, it’s always annoying to debug something that only happens after a while of playing.