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Devlog 71: Toulouse Game Show



@Quicksand-T: Ah! I did not know that, thanks.




This week was pretty cool, to say the least. Lots of new mechanics and such were added, making the outside-of-toaster Pan a lot more fun to play as. We’ve also just removed wall jumping. Toaster X keeps taking small steps to something different than the original idea, which is cool to see ^^.

Characters:
Added Pan(bread) roll
Added Pan(bread) climb
Added Pan(bread) toaster to bread teleport
Removed Pan(Toaster) Walljump
Changed grappling again, back to Up+Whip
Pan now falls slower

Enemies:
Changed hair dryer animation

Systems
Added switches


Gui, hud and all that beautiful nonsense
Added text at the control selection screen

Sound
Lowered sound effects by 25%
Added life sound
Changed some sounds
Added boss music


Details and Effects
Added Jam trail
Clouds travel in the background now
Added water graphics(probably still wip)
Levels
Added lots of new screens

Fixed bugs
Fixed Falling in the water too fast
-I probably forgot some stuff


Known bugs
None for now

See you next week! :D








Here in the U.S., I’ll be celebrating Thanksgiving with this upcoming week.  The majority of the week is going to be spent away from my office/home with my family and close relatives.  That being said, I had to use this past week to crank out some final audio for the Kickstarter and an upcoming tech demo.

SFX: Sahand had some comments on my first major batch of sound effects (I think it was a little over 20!).  I also want to mention that his feedback was incredible.  In-depth critiques and feedback goes a long way in terms of creating a quality final product.  One of the major issues I ran into was when I made the sound effect  for the “dash” animation.  Whereas I picture dust clouds and feet sprinting about, the actual “dash” is more so a flame coming out of the toaster’s opening, resulting in a burst of speed.  Needless to say, my sound effect was way off in regards to matching the final animation.  With that in mind, never forget to inquire about animations before making the sound effect!

Music:  BOSS MUSIC WAS MADE!  It’s one of my favorite types of tracks to make for games. This applies to all styles; RPG boss battles, FPS boss battles, but most importantly and in the case of Super Toaster X: Side-Scroller Boss Battles!  There is nothing more memorable for me than running into a major battle at the end of a level in classic side-scrollers like Mega Man or Metroid, ultimately being on the edge of my seat listening to the music with one Health Point left!  Boss music is CRUCIAL to that situation, and made it all the more rewarding to create a finished product.  I’m glad we made it just in time for the tech demo!

That’s all for this week!  I’ll be digging deeply into some more Sound Effects after the upcoming Thanksgiving holiday.  I have a few days to get some accomplished, but the majority of them will be after next weekend.

Cheers! :D






Holy son of a crumb, devlog 71! Can you imagine?

I’m pretty excited to talk about a few things.

First things first, a new mechanic: jam climbing.


Second, I added a dash for the OOT (out of toaster), the bread roll.


I also did a first draft of the water (not final):


But what I really want to talk about his the upgrade system.

I think I got something really cool this time around.

It’s like this:

Killing foes earn you BP which slowly fill up your BNA canister. When it’s full, you earn a level. Earning a level doesn’t give you anything exactly, not in the usual way anyway.

Killing foes also has a chance of getting drops. Those drops take the form of all sorts of cooking ingredients like eggs, milk, sugar, etc…



In each stage, recipes will be hidden as torn pages.

In between each stage, you can cook upgrades for your character based on those recipes. Omelets will boost your maximum health, a chocolate éclair boost your damage output, pop-corn your basic speed, etc…

Won’t it be possible to grind and become overpowered? Nope, that’s where the whole leveling up comes into play.
At level 1 you have certain weight threshold. Eating food boosts your stats but increases your weight. So there’s only so much you can eat before you reach your maximum weight. So upgrades will need to be selected wisely.

Every time you earn level, you weight limit increases. This gives you more room to improve Pan.

I think it’s pretty original and unlike anything I’ve seen in other games so far. It’ll take a little while to draw all the icons but I’ll get around to it for sure!

This week, the game will be presented at the indie game expo in France. Wish us luck! Or don’t but then my ghost will come back to haunt you.

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You're right, the upgrade system actually is really cool. Won't have time to do any demo-testing in the foreseeable future, unfortunately, but I can't wait to see it get Kickstarter-ready!
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