• Add Review
  • Subscribe
  • Nominate
  • Submit Media
  • RSS

Devlog 65: Changes Happen for the Best!





V1.2.4
- Fixed grapple drawing bug.
- Decreased grapple length.
- Fixed water splash height.
- Fixed light button press loop glitch.
- Added drawing 10 damage on hitting water.
- Hidden cursor during gameplay.
- General map changes.
- Optimised controller.
- Added floor to hidden large battery.
- Added new start animation.
- New transition improvements.
- Increased player projectile speed.
- Checkpoint refreshes health & power.
- Added jam jars to levels.
- Fixed transition bugs.
- Fixed plug socket recharge.
- Added game complete screen.
- Reduced occurrence of jump flip.
- Fixed large resolution transition.
- Disabled full screen due to transition scaling errors.
- Wall jump sets fall height correctly.
- Added new battery, butter and charge animations.
- Fixed health transition problems.
- Fixed player missile height.
- Added new walking animation.

Greg

Note: This is Greg's last devlog and contribution for the game. I wish him the best in the future. Take care, Greg.

I'll be looking for a new programmer as well.






Four people have applied to replace Trevor on the first day. I'll have a new composer for next Sunday so that was a minor hurdle. It also allowed me to identify the bare minimum that I need for the KS:

-Title screen song: 1 minute
-Toilet Tank Stage: 1:30 (max)
-Stage Select Screen: 15-20 seconds
-Game Over jingle: 5 seconds
-Sound Effects: I need about 20 sound effects.

I think I can wrap this aspect in a couple of weeks as opposed to the previous 8 months it took to get there if I find the right composer so, I'm not worried about this.

I'm really excited about this, some very talented musicans have applied so I'll let you know next Sunday.




-So, what about them bugs?-


This week has been mostly about monitoring the bugs with Greg. I tested a new build (I didn’t release it) and it was a major improvement over the previous one. A lot of the things which bothered me have since been fixed.

I’m having more and more of a hard time to find new bugs in the latest build so that’s a sign we’re moving in the right direction. I’m certain some new ones will pop up once we’ve released the demo to more beta testers and that’s ok, that’s part of the process.

-The Missing Piece of the Puzzle-

Apart from that, I’m still looking for *that* defining gameplay element. At the moment, the game feels more like any other platformers. I’m concerned that this will hinder it to stand out on its own. Sure the concept will help and the animations but I want the game to be more than another Mega Man with a different façade.

I spend a lot of my free time (driving usually) thinking about this. What could be this original, determining gameplay element which I could inject into the game to add something unique to it. It’s surprisingly difficult to figure out considering what’s already been done in platformers.

I’m the kind of person who follows their guts and instincts a lot. The game is missing something at the moment, it’s missing its “soul” I would say.

See, the thing is, the indie games I like the most are all games which have some originality to them. They’re not just another clone of something which was done before. I want my game to be the same, I want my game to have this new, unique twist which will allow it to stand out among the legions of other platformers out there.

At the moment, there’s nothing unique about the game. That’s not to say it’s a bad game, but it’s just average design wise. The artistic approach is original I find but it’s the mechanics which are more mundane I would say.

Game developing allows you to quickly identify your strength and weaknesses. I have so many ideas for the creative artistic aspect but when it comes to tinkering with the engine underneath, I find myself puzzled at times. It’s something new to me.

So yeah, that’s what I’m meditating about at the moment. What’s the missing piece of the puzzle, that last little thing that I need to add to stand out?

I’m thinking the idea of controlling both the slice of bread and the toaster might be where my “salvation” lies. If I could find some interesting and fun way to go at this it would tie nicely to the game theme.

As for the art:

New running animation:


New charging up animation:


New item pick animations:






I also compiled all the devlogs logos drawn so far, it's interesting to see the evolution:











































































































As for the programmer, Sahand (the first programmer) is back. So that's a relief.


Thanks for reading, see you next week!





Seeing that Greg left, Goulven returned. :shrug2: He'll be back at level designing for the moment by using the latest build.

Posts

Pages: 1
Oh Jeebus! What a lot of changes in "personnel"! (group members I mean!). This game is commercial, right? How are you people going to handle that? Is there something like hours spent by each one of you?

But nevermind! I just hope you people the best!
Yup, it's commercial.

We all have agreement regarding KS $ distribution/revenue share.
Pages: 1