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Devblog 40





This week I properly implemented the toast function AKA upwards attack. This allows the player to toast pan ejecting him into the air; higher depending on how long he has been toasted and contact with opponents will deal them considerable damage. The toaster can now be fully exited via toasting and you can crawl around as pan the piece of bread. Leave it too long out of the toaster however and pan will be forced to return using his built-in close range teleport!

That’s all for this week - Greg





Well! Another week come and gone, and still fiddling around with the Garden Stage tunes. SFX are out of the way for the time being, and I’m hoping I’ll get to hear what you think of them soon! Etienne has also issued me the challenge of turning the Theme I wrote for STG a while ago (now the end credits) into a crazy guitar track. I’m looking forward to tackling that in the future.
-Trev





My personal (love) life has been rather busy the last few weeks so I didn’t invest as much time in STG than I should have probably.

Until… this weekend where I systematically got rejected by the three girls I was interested in (yeah, probability wise you have more chance in getting struck by lightning but hey, at least I'm still alive... if barely  :biglaff:). I found myself with a lot of free time on my hands. So on Friday and Saturday I spent hours upon hours in the project. You know, trying to get my mind off things and sentences that singe like: "We'll never be a couple" by text message  :addicted:.

This week I listened to the version 1.2 of the Garden stage and submitted some feedback to Trevor about it. I also listened to some more SFX. A great progress has been done in SFX recently. I’d say this is the aspect of the game where we’ve progressed the most so far. I think you guys will like how our little guy sounds like.

I’ll admit I’m finding I’m liking the design of Pan less and less the more I look at it. I know I could do so much better now. I see a lot of flaws with it to be honest. Redoing Pan would involve redoing all of the animations however and that’d be a daunting task. At the moment, I don’t feel like Pan is looking “pro” enough to be released in a game, even an indie one.

Anyhow, I whipped up a few new icons and a first draft of the upgrade system. As I had mentioned before, you can equip a maximum of 5 upgrades to your character. Since you can only equip 5, players can play around a combination of various upgrades for the different stages of the game. I still need to do a whole list of upgrades but here I already have a few ideas.


I did a selection cursor for the menus, options and so forth. It looks like this at the moment.


I did sort of a postcard for the garden stage. As you know by now if you’ve been reading this devlog, the garden stage takes places for a good part in a sandbox which acts as a desert. The rest of the stage would take place either on a lawn or in some sort of forest or something like that. It’ll be the “nature” stage anyway.


Another thing I did was to rework the main villain. You’ve already seen some two previous sketches of the main bad guy but I’ve come up with a third one. I was doodling on a sheet of paper next to my latop for some enemies for the attic stage. The attic is supposed to be the “horror” stage of the game and I’m really looking forward to working on it.

Anyway, I was drawing ghosts, different types of ghosts until I tried a ghost with one eye, like a cyclop ghost. You know how some ideas don’t come at you even if you try real hard. I just let go and let my imagination go free. So I decided to add like a glass hub on its head. Then I thought about Kraang from the Ninja Turtles and decided to add the Dough as a brain type thing in the glass dome on its head. Then I decided to change the ghost for an octopus. Then I thought, let’s make like a Frankenoctopus and then I got this:


I’m happy about the way it looks right now.





Hi everyone,
My work advance, i don't have a lot of stuff to show you. I draw some concepts and ideas for the differents levels and ennemis.
I'm going to talk with Zizka for what we keep.
Stay tuned and see u soon.

Ps: Little sketches
Had to use links, the images were too big. - Etienne
http://zupimages.net/up/15/15/lhjo.png






This week I really wanted to talk about my favorite game of all time, which is Portal 2, but Greg already gushed over it last week! ...darn! I’ll have to settle for my 2nd favorite: Bioshock Infinite. I also hold the controversial opinion that both of these games are BETTER than the originals. I could talk about both for hours, but point-by-point, they both rock. The soundtracks are amazing, for one. Portal 2 probably influences my writing as a composer more, but Bioshock Infinite’s is briliant too: doing 1900’s-esqe versions of songs that came much later is both great music, and a creative plot-point. The stressed-out americana of the battle music is fantastic. B:I also introduced what I think is the most fun way to get around a game since Spiderman 2 -- the skyhook. Finally, some people really hated the plot, and maybe I’m a big dummy, but I spent the last hour of the game with my mouth hanging open, hands sweaty, and face an inch from the screen. It blew my mind. What do you think? Tell me how I’m a big dummy in the following thread!

I liked the plot too! -Etienne

-Trev