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Devblog 20



Music with Trev:
While waiting for new songs, I took some time to better evaluate my needs regarding music in order to calculate the amount for the Kickstarter.

Art with me:
Fixed the following:

Whip V.2 (wippit good!):


Hair dryer (can't get rid of the background in GraphicsGale):


MechaCopter (can't get rid of the background for some reason):


Working on the tileset at the moment.

I've approached my favorite pixel artist to do the title screen, fingers crossed!

Also, I've come to the realization that I would need to make my own font. There's just nothing out there for commercial projects.

Programming with Sahand:
So I’m glad to have another build to show you guys. Quite a lot of effort went into coding this, so thanks Sahand! A great many changes. I’ll let you observe them on your own instead of listing everything.
Here it is, enjoy!



Honestly, this has really, really boosted my motivation. Not that I wasn't motivated but when you see everything you've created take form the way you wanted it to be... it's a great feeling.


Narrative Conundrum:
A good deal was written about the narrative this week. It helped me focused and sort of funnel all of my ideas.
I’ve done some thinking and I agree that I have to stick to the bare minimum. I’m thinking two or three splash screens when the game launches to explain the plot.

The next objective will be to determine what to put on those splash screens. It has to look good, immediately immerse the player while not being too long for players like Alvarop (this isn’t a negative criticism, I’m that way too!).

Thanks to marcgfx’s feedback, I’ve creatively steered towards giving up the idea of having the villain riding a machine.
What has been suggested so far is an uniform dough as the main antagonist. I like the idea of the possibility to have the dough take various shapes gameplay wise. My only concern is:

Would a shapeless blog have much of an appeal design-wise? Shredder is an awesome villain, with plenty of punch and character. I’d like my villain to be the same, I don’t want it to be plain. How do you reconcile the versatility of the dough with great character? That’s what I’m pondering.

Kickstarter News:
I’ve recalculated my budget and I think I could lower the amount asked from 10,000 to 7,000$, which is a lot more reasonable. It all depends on those damn taxes really. If the Canadian government taxes 30%, it’s such a huge chunk of revenue which just vanishes!

It’s definitely taxable according to subsection 9 (1) of the Income Tax Act. It’s just a matter of determining just how much I would be taxed for.

Money used for rewards can apparently be tax deductible IF the requirements are met. Which is another way of answering nothing at all.

Anyways, reading stuff about taxes and not something I’d want to bore you with here.
(oldblood: no money for a CA at the moment, gotta do stuff on my own! :)).

Stretchmarks:
I couldn’t sleep last night so I got up and brainstormed some ideas for stretch marks. I got nine of them, here they are:

1. Extra prologue stage: find more about the background of the main characters (Pan + dough).
2. New Game +
3. Longer music tracks
4. Dancing mini-game (pressing the beat with the buttons with Pan dancing).
5. Second playable character
6. Secret stage: hard to find but reveals a major plot twist!
7. Collectable concept art (meh).
8. bigger roster of enemies.
9. More special abilities.


Aaaaaaannnnd that's it! This is probably one of the most solid logs I've released so far. I hope you enjoyed reading it. If you like what you see, say it!  :eyebrows: It's always nice to get a pat on the back and know what you do is appreaciated (be it for the music, prog, or art!).

P.S.: Forgot this too. It shows the key binding system (rough) and the stage select concept (of course the art is placeholder, it's just to give you an idea):