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Devlog 51



Just a quick announcement to say that BTS (behind the scene) would end this week. I think we've covered everything there was to cover about the BTS aspect of the game and I wouldn't want it to become redundant.  :coffee:




Hey guys! This week i’ve made finishing touches to the grapple swing which now work and looks very smooth!

I also made a fade transition for moving from one room to the next however this wasn’t what Etienne was looking for but it might come in useful to use for other things such as upon death or entry to a boss battle.

Greg







I was traveling this week, but still had time to work more on the KS trailer. You can see my sketches for various scene ideas below, but before you look, I’ll have to beg your forgiveness for my terrible doodles of Pan. Keeping the trailer short has indeed proved to be a challenge, even in just drafting an outline- there’s so many exciting things we could do with STG!




-Trev






So I decided we’d stop the “behind the scene” section. I think it was interesting while it lasted but we pretty much covered everything there was to cover related to the game. This is also one less thing to keep my eyes on.

I animated a new foe for the washroom stage, the razor dog.


I animated the Garden Gnome:


I animated the Toilet Tank (some of it anyway):


Did some decoration for the bathroom stage:








New damage number animation:




Impact animation (when the projectile hits something):


Flame thrower new weapon:


Character research for the dough:


So I'd say I've been pretty active and hard working.  :handclap:

I also reworked our whole team spreadsheet which was pretty outdated to be honest. Things are more straightforward now.
Twitter-wise, we’re stalling. :) We reached 86 followers pretty quickly but lost 6 last week. At the moment of writing this message, we’re at 83.




Hi everyone !

I'm always working on the new demo with the last upgrade (Wall Jump, doors, first decorations...etc.) and try to mix all of this.
Actually I'm working on five or six screens which will be the next closed demo.
Add to this the mini-boss (Deo-devil) which will be the end of this alpha.

To make you wait, a little gif of a old level with the new engine (and a nice Bubble-Wall-Jump like a boss!)

See you soon guys,
Stay tuned !
- Goulven (Nev)






This week I wanted to talk about a concept that’s not specifically about gaming, but comes up a lot in relation to games: Nostalgia. Even though it’s a brand new game, I think STG has a certain charm to it that holds an air of nostalgia; perhaps it’s the simple and fun graphics, or the subject matter. There are a lot of games that people love because they grew up with them, and I think STG can fit close to that place in someone’s heart, even though they have never played it before. I had a roommate several years ago who played Legend of Zelda: OoT a lot, and as someone who didn’t grow up with it, I never understood why he loved it so much. The graphics look awful to my eyes, and so much of the gameplay looked really frustrating. But there’s a certain love that can only be gained when looking backwards across great spans of time. I hope that STG can conjure a similar love. For me, I’ll know it if it makes me feel like I’m playing Final Fantasy X.

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I must say, it certainly evokes that handcrafted feeling that top-tier projects of the era had, with the simple, pastel colours and all the little animations helping sell the delightfully whimsical enemies and the premise in general. If you can keep this going and not lose pace, this certainly ought to succeed on its own terms.

The only thing that feels a bit off right now is how the water that duck is in is completely static and lacks all animation and such. If you could actually add some waves to it and such, and portray the water surface breaking around the rubber ducky, that would instantly make it feel a lot more lively. Speaking of being lively... decor items like this will be present on the levels currently shown on gifs in addition to pure gameplay elements, wouldn't they?
Thanks for your message, means a lot to me.

Keep in mind that the game being in development, everything shown is a WIP. I'm working on animating the water at the moment so it won't remain static like this :).

Regarding the level decoration, yes, I'm just waiting for the level designer to add them to the actual levels. Still a long way to go towards decoration though.
Good to hear about the water. It would also be cool if STG would short out and then explode comically if he falls in it!
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