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Devlog 68: Demo Feedback Incoming






I literally worked my butt off D:

I lied, it was a figure of speech.
Forgive me.

Characters:
Added Pan Flamethrower(Will probs be changed later, it’s now added for being there, to showcase that pan’ll get a lot of cool and fun abilities)
Added Pan Punch(It has a lot of knockback)
Added Pan Leech(it takes a lot of energy, but if you hit an enemy, you’ll get an insane amount back)
Changed Pan grapple a bit
Added basic version of Butter Fly(Switch to him with S and back to pan with S once again, the thing takes up energy whilst you’re using him)

Enemies:
None for now

Interactable objects
Added steam pipes
Added bubbles(I personally really really like them :D)
Added the duck(Take that previous bane of existence!)
Added doors
Added trashcans
Added Image signs

Systems
Added special weapon switching(A and D)

Gui, hud and all that beautiful nonsense
Added intro sequence
Added Menu

Sound
Added music for menu and for the level

Details and Effects
Added multiple background sewerpipes

Levels
Welp, created an entire demo level with a branching path, this of course isn’t final at all.

Fixed bugs
A considerable amount.

Known bugs
None for now, I hope

I probably forgot some stuff, since I have a terrible memory and don’t write anythign down until the end of the week D:

That’s it for this week.
Sorry it’s a bit late, but apparently designing a level and tiling it is a huge task, even if the level is bad D:









Tony's banner is incoming.


Hey everyone! My name is Tony Manfredonia and I will be composing the music and sound effects for Super Toaster X!

From as early as I can remember, my older siblings and my dad would play games on the NES and SNES together. Naturally, I picked up on the hobby as well. Hearing the music in countless video games combined with a mother who professionally plays and performs as a concert and liturgical pianist, music became my primary study and craft in life. Studying as a vocalist and secondary pianist from an early age grew into the desire to compose music. Receiving training at both Montclair State University and Temple University for Music Composition, I have trained with some of the great living composers of contemporary concert music. Since then, I have written classical music for concert halls and chamber ensembles - such as the Pittsburgh Symphony Orchestra - ­as well as complex video game music for independent developers like Ackk Studios and the more recent Phalanx Studios. My primary influences stem from the great Russian Romantics and Modernists like Tchaikovsky, Rachmaninoff, and Shostakovich, to the renowned video game composers like Koji Kondo, Jun Ishikawa, and Jeremy Soule.

If you want to learn more, feel free to check out my website at www.manfredoniamusic.com.

Cheers!







So this week was all about refining the gameplay system and working on the tileset.

I did a lot of icons and other miscellaneous stuff to allow Sahand to integrate new gameplay element into the game.
After a discussion with Sahand, we decided to dramatically reduce the number of keys used into the game by using combination of keys.

Think of it like the SNES controller. Besides the movement keys, there are five main keys. One button jumps, another uses the whip (basic attack), another uses the special weapon/action selected and the last two allow you to switch through the various special actions.

So instead of having tons of keys for all the actions in the game, just have a load out of special weapons which you can access and then use by using the special key.

Another thing I asked Sahand to work on is the tileset. For the most part, I’d like the technical demo to look more like a game as opposed to being an obvious sandbox to test out stuff. This means that I’d like the tileset to be more harmonious and the level to be more challenging.

Yet another thing we’ve implemented is a new “hit” mechanic. Before, you could get hit repeatedly for loads of damage. Now, you can only get hit once. This will make you lose health and send you flying back (a bit) but it’ll make you invincible for a short while, allowing to recover (Mega Man does the same thing).

I also asked Sahand to add a short pause when you hit an enemy, even for a fraction of a second, just like in Castlevania. Otherwise some fast enemies were just too hard to kill (talking about the Razor dog here).

I decided to integrate Crabby's idea:

author=Crabby
What if that side character (The donut) that you made from waaay earlier in this devlog could be sort of a tag team with Pan. Each level you could pick a character, and you could switch between Pan and the other character.


All members of the Breadsistance will be playable as you rescue them. This will be the last major addition. I think that being able to play as seven different characters is something very rare in platformers and unique.

So I've started doing the animations for Rosie:

Idle:


Chomp (she can suck in enemies and chew them up to refill the energy meter):


So yup, that’s about it. I'm not presenting every single bit of art, you'll see it as you watch gameplay videos. I've contacted both marcgfx and alvarop to give the technical demo a go in its current state.

So, I’m getting closer to the KickStarter now, which is going to be a pretty big deal for me. Getting this project funded is not only one project out of the blue. It’s more personal than this. I want this to be my personal achievement.

I feel very confident with the current team. Both Sahand and Tony are good assets, reliable and hard working.

See you next week!

Z.

Posts

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Wow, you are indeed doing different characters after all! Ones with wholly different animations and stuff, too! Out of curiosity, are the upgrades and stuff still limited to Pan, or not? Not that many people would fault you if they were limited, since it's a whole lot of content already. All the other stuff in programming sounds cool, too!
Only Pan will be getting upgrades. Things would get too out of hand if secondary characters would also get upgrades.

Perfectly understandable.)
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