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Game Design

Let’s Get to Know You, Red-Billed Squawker!



Where did it come from? Where is it going? Why is it so loud?

These are some of the questions you’ll ask yourself when stumbling across the elusive Red-Billed Squawker. They were thought to have been hunted to extinction long ago–not because of their meat, though (to be frank, they taste a bit like old vinyl). No, the Red-Billed Squawker was hunted because it’s so damn annoying. Seriously, they won’t shut up. They squawk when you’re awake, they squawk when you’re asleep. They didn’t get their name from NOT squawking, that’s for sure.

So, why on earth would you WANT to transform into nature’s cruelest joke? Well, the Red-Billed Squawker’s mighty squawk can startle any enemy (as long as they’re not alert), and their high natural agility let’s them get in hits first. They even have the ability to double their agility for the current turn by raising the MP cost of their skills in case you need to get a hit off or interrupt a particularly nasty attack. A high-level Red-Billed Squawker gains a natural protection from sleep because, let’s face it, when you’ve got pipes that loud, you’re going to want to play them at all hours of the night.



On the field, the Red-Billed Squawker can make a quick dash forward, allowing him to jump over short gaps and travel through straight passages faster than normal walking. His brakes aren’t fully functional, though, so if you run into something, you might end up hitting it HARD–but that might be useful, too…

Progress Report

Where We’ve Been, Where We’re Going

So, it’s been a little over a year since I announced Jimmy, which means development’s been going on for over a year and a half. There’s still a lot left to do before the game’s finished, but since the Earth has rotated around the sun, this is an arbitrary enough reason to talk about the state of the game. So, let’s talk!

First, let’s talk about what all’s done. The enemy graphics are done. The battle animations are done. The enemy behavior is set. The player skills are set. The skill system is functional. The transformation system works. The field actions work.

Now, I’m working on two things: level design and music. I‘ve got about thirteen levels built so far. At my current rate, I can make about one level every five or so days, so I’m producing them at a fairly good clip. I’ve also got 36 songs complete; I’m knocking 1-2 of them out a week. There are a lot of levels and a lot of music in this game, so I’ve got a lot of work left to do, but at my current rate, it’s going better than expected. When I finish the music, I should be able to crank out levels a bit faster, too. Unfortunately, my job–which I can condense into a two-day work week because I work on a quota system–is about to get hectic, and there’ll be a few weeks where I’m working non-stop coming up soon, so progress is going to slow down for a bit. But, once summer hits, I should be really cranking stuff out.

Actually, let’s talk about summer. This summer, I’m going to put out a demo. I’ve been putting off assembling a demo because I want to have a good chunk of the game done so there’s less time between the demo and the full release, but once summer hits, I’m going to focus solely on producing a demo. There are still a few systems that I need to develop for the game, and coding isn’t my strong point, so I’m going to have to take some time to learn some Ruby. These aren’t essential systems, but they are things that I know I want in the game, so I don’t want to leave them out of the demo. So, expect the demo some time in summer–probably towards the end of June or July.

I’d also like to put Jimmy on Steam after I’ve gotten some feedback on the demo. This means I’ll also work on a trailer, so expect the first trailer later this summer as well. I’ve also heavily considered Kickstarter. A big part of me likes to do things on my own, and I don’t like asking for help, but the fact is Kickstarter is such a good thing for publicity. I feel like every successful indie game in the past few years (other than from established indie devs) has used Kickstarter, and I don’t want to neuter myself out of stubbornness. So, I’m considering Kickstarter. The money would mean less time I had to spend on my job and more time I got to spend on game development, so that’d be great, but before I decide on Kickstarter, I want to focus on the demo and Steam, so let’s take things one step at a time! I’d love to hear opinions on Kickstarter, though.

Over this next year, I’d like to finish all of the level design, the music, and the final few systems. I would very much like my next annual progress report to be about how I’m at least halfway through with the adding all of the scenes and dialogue, as I would like to be on track to finishing Jimmy in 2017. Right now, I think that’s a real possibility. Thanks for listening, and here’s to a good year!

Miscellaneous

New Logo

I’ve updated the logo so that it matches the current style of the game. This is what it used to look like:



This was actually the final remnant of an old version of Jimmy and the Pulsating Mass where everything was drawn (poorly) with crayons (okay, the crayon tool in MS Paint…). Originally, Jimmy was going to be a much shorter game that had some story similarities to the current version but played way differently. One of these days I’ll take some screenshots of that version so you can see how far the game has come, but for now, I’ll just focus on the logo. I finally got around to fixing the title screen, which was the last thing I had left in this style. Here’s the new logo:



The old logo has an animated version, too, but I can’t find it–-and it’s not as good, anyway. Pretty snazzy, eh?

Game Design

Let’s Get to Know You, Happy Little Sunflower!



Whew! Wahoo! Zippity-Zow! WoaahOohOahOohOahOohOah!

If those sounds of hyperconcentrated jubilation didn’t get you pumped, then you must not be a Happy Little Sunflower. And, that’s okay. Not everyone can be happy all the time. That takes a lot of dedication…and a fair amount of delusion.

For the Happy Little Sunflower, though, it’s genetic. It can’t help it. If you’re having a bad day, it’ll cheer you up with a happy little dance. Just don’t take it to work with you, cause it will NOT sit still.

You’re never in danger with a Happy Little Sunflower around. It’ll do its best to heal you when you’re sick, pick you up when you’re down, and when you’re surrounded by dark things that creep in the night, it’ll shine with sunlight to keep them at bay. Its relentless optimism can eventually be built up enough to make you gain more imagination experience in combat, which will allow you to build your different transformations that much faster, and its deep roots can pull nourishment from the ground, giving you a passive HP gain in battle.



In the field, the Happy Little Sunflower can burrow underground, allowing him to encourage strange plants to grow and find secret tunnels. Who knows what neat things you’ll find!

Game Design

Let’s Get to Know You, Low-Level Goon!



Nobody likes being the low man on the totem pole. But, if you remove the low man on the totem pole, what have you got? Just a new low man on the totem pole. And a shorter totem pole, but that doesn’t matter–nobody said these analogies were perfect. The important thing is that there’s always going to be a guy at the bottom, and, in the lucrative field of gooning, that guy is the Low-Level Goon.

As a Low-Level Goon, you’re going to have to deal with a variety of odd jobs: knocking off liquor stores, roughing up the homeless, throwing rocks at windows, hand-washing everyone’s leather jackets–it’s not an easy or particularly fulfilling life, but you’ve got to start somewhere.

Because of the wide range of jobs a Low-Level Goon must perform, he’s become a pretty well-rounded guy. His lack of education means he’s not the brightest bulb in the box, but he’s physically capable and surprisingly lucky. His skill set is pretty broad: he can apply first aid, rough monsters up, rob them blind, and, if you stick true to the path of goonery, you might gain a keen business savvy so that monsters give you more money.



The Low-Level Goon is a bit of a troublemaker, so his field ability allows him to shake things up. Literally. He’ll shake trees, animals, innocent bystanders–basically anything to get his jollies. Do you like it when someone shakes you? Of course not. But, when you’re a Low-Level Goon, you’re too busy pretending to be tough to care about other people’s senses of equilibrium.

Game Design

Information Guy: Status Effects 3 (Enemy Buffs)



Hi. Information Guy here. I feel like it’s been a while. Do you know I sleep in a cat carrier?

You know, monsters aren’t all that bad. All they want, really, is to eat your eyeballs and drink the blood from your skull like one of those big festive novelty drinks. Is that so different than you or me? I mean, I’ve been called a monster in my day, but that’s just because I’m really good at Monopoly.

Sometimes, monsters are going to take a moment to help out their friends in combat. That’s right: monsters have friends, too. Of course, those friends are also monsters, and by “help out,” I mean they’re going to work together to kill you faster. Let’s look at the fun ways they can do that!



Have you ever tried to punch a ghost? Let me tell you right now, it’s like trying to punch runny jello salad, and, if you’re like me, you’ve ruined many a Christmas dinner with THAT kind of horseplay. Ethereal monsters, like ghosts, are highly resistant to physical attacks. Some monsters can shift in an out of ethereal states, while others are naturally ethereal. Good thing energy-based attacks will still work, so you’ll need every laser gun, magic spell, and cherry bomb you’ve got to take on these bad guys.



What’s worse than getting punched in the face? Everyone getting punched in the face. And, that’s what might just happen once a monster’s attacks get extended. Get ready, cause all of their old single-target skills are going to affect your entire party. What’s that? What about their multi-target skills? Well, I guess those are exactly the same. Boring, I know, which is why I wasn’t going to say anything until you asked all those silly questions.



Sometimes, you’re going to run into winged monsters. Normally, they’re going to be like anything else, but once they start flying, they’re going to be trouble. You can’t just bash something that’s flying around–they’ll just dodge it. Sure, you can zap them with magic, but you know what I like to do? Startle them! It’s a known fact that if you put on a mask and yell, “WAAARRAAUGGGHH!” at a seagull mid-flight, they’ll naturally plummet to the ground, allowing the stalwart hunter to easily thunk it on its head and partake in the sweet seabird meat.



Monsters can get down in the dumps, you know. Maybe they got fired. Maybe they skinned their knees playing kickball. But, they’ll get over it. You see, all it takes is a nice pep talk to get them motivated, and once they’re motivated, they’re going to be physically stronger so they can face the day with a big, fangy smile on their face.



*Cough!* *Cough!* *HACK!* *Wheeze…* Sorry. I’m trying my hardest here, but that monster is so darn smoky. Most of the time, monsters will never dodge an attack, but when a monster makes itself smoky, it’s going to dodge everything half the time. If a monster starts inhaling like it’s going to breathe out something worrisome, it might be a good idea to stop it before things get too nasty.

That’s it for this time. Would you like me to repeat that?

Game Design

Let's Get to Know You, Revolting Blob!



Ah. The Revolting Blob. Sleek. Elegant. Pungent. The Revolting Blob lives in the dumpster inside all of us. The Revolting Blob shows up late to meetings. It eats onion rings and belches in your face. One time it was handed a book of manners, which was promptly eaten without a second glance.

When Jimmy transforms into the Revolting Blob, he gains the power to be universally hated by everyone. But, that’s okay. The Revolting Blob is immune to criticism. The Revolting Blob is resilient. The Revolting Blob will hock up something gross on you and laugh as you punch and kick his gooey body.

The Revolting Blob isn’t particularly strong or fast, but he has high defense, and he can solidify his body, making himself even tougher. He can also taunt enemies and make them sick, which will injure them every turn while the Revolting Blob absorbs their counterattacks with ease. A high-level Revolting Blob can increase his defense even further and get immune to the sick status effect.



Outside of battle, the Revolting Blob can use his taunt to immediately trigger an enemy encounter, so if you’re looking to hunt a specific monster, the Revolting Blob is perfect for the job. Being hated has its perks!

Game Design

Information Guy: Status Effects 2 (Rare Status Effects)



Hi. Information Guy here. You look familiar.

I might not look like it, but I’m a big-time traveler. So, I’ve come across my fair share of monsters. Here’s another little fun fact about me: my family has the worst luck. Seriously. One time my dad said to me, “Son, did you know the horned lizard has a defense mechanism that allows it to shoot blood from its eyes?” Then a giant dragonfly swooped down and carried him away in its mandibles. I haven’t heard from him since, but I bet they’re good friends now.

So, all that’s to say: there are lots of monsters out there, some even in your backyard. And sometimes monsters will have really rare status effects that only a few monsters share. Heck, some monsters will use status effects that only they have. Not horned lizards, though; there are fifteen different kinds of those bad boys. Talk about palette swaps!

Here are a few of the rarer status effects you might run into:



Some monsters have so much razzle dazzle that they make you feel really, I don’t know, “blah” by comparison. This is called ennui, and it’s that feeling you feel when you just want to lay around in your pajamas all day. Sure, that might be fun, but you’re not going to get any experience that way, and fighting a battle where you get no experience is sure going to be crummy.



Sometimes monsters just want a hug. The only problem is that they’re three times your size and have arms as thick as barrels. If you find yourself grasped by a monster like this, then you’re not going to be able to move. On the plus side, neither is the monster, but if the monster is big enough, they might squeeze you every turn that you’re grasped. They’ll let go eventually, but if you startle them, then they’ll immediately let go!



Oh dear. Oh dear, oh dear, oh dear. You’ve been infested by a Gut Worm. Don’t panic. Well, if it were me, I’d be panicking. I’d be running in circles screaming. But that’s just because I know that I’m going to lose 40 percent of my HP every turn until the battle’s over. And, now I guess you do too. Sorry about that. At least the gut worm who infested you is inside of you and can’t do anything else for the rest of the battle (other than continually gnawing your intestines until you’re just a skin balloon filled with gore).



One time a little girl sold me a box of super dry cookies for way too much. You might say that she mind controlled me. Actually, I was just hungry. Hungry and stupid. But, if a monster mind controls you, you’ll be attacking your buddies for the next three turns.



The doc’s got bad news. You’re terminal, kid. Don’t be sad; everyone dies. It’s the natural order of things. I mean, even one day, I’m going to die. You, though…you’re going to die in three turns. And, there’s nothing you can do about it. But, it’s not about how you died. It’s about how you lived your life. And, you’ve got three turns to live your life to the fullest. Will you write a beautiful poem? Will you fall in love? Will you enter full-on berserker mode and try to exterminate the monsters before your untimely demise?

That’s it for this time. Would you like me to repeat that?

Miscellaneous

Characters

I've been introducing the characters slowly on my tumblr, but I wanted to post them here once I finished giving bios for Jimmy's immediate family. And I have! So here it is:



Jimmy is eight years old. If you were to see Jimmy at the grocery store with his parents, he wouldn’t be the kid who runs around the aisles using everything in site as prop comedy. He’d be the kind of kid who would hide behind his mother instead of making eye contact with you. He’s so quiet you might even call him a silent protagonist, but he’s not, really. He talks to you in all sorts of ways. Everything you see in the game is a message straight from Jimmy. He might be the most talkative silent protagonist of all time.

Jimmy’s favorite show is Jonathon Bear’s Playtime Forest. Other kids in his grade have made fun of him for it, but they still watch it in secret. He likes to play videogames with his uncle. He looks up to his older brother more than anyone. He loves his parents very much. He doesn’t want a dog; they scare him.

Jimmy’s core character trait is his empathy. Combined with his imagination, this allows Jimmy to transform into a number of monsters he comes across. At the start of the game, Jimmy might not be very strong, but using his powers of empathy, Jimmy will slowly gain strength and learn abilities from the monsters he transforms into.



There are two things Buck loves more than anything else: pumping iron and punching nerds. If you went to high school with Buck and he found out you had a Tumblr, chances are he’d stuff you in a locker. I don’t even want to know what he’d do to me once he figured out who created him. He’d probably have an existential crisis after the swelling went down in his fists.

His favorite band is a hardcore thrash band called Gut Punch who are known for producing harsh, nonsensical noise rather than music, and if you put a stethoscope to Buck’s forehead, then you might just hear that same anarchical static playing continuously. But, you’d never get a stethoscope anywhere near him. Doctors have stethoscopes–and doctors are nerds.

There’s no getting around it: Buck’s a bully. He resents having to live with a household that is 3/5ths nerd. And, Jimmy–Jimmy’s the worst. Such a weak little kid. Buck looks after him because his mother asked, but that’s it. Buck can see that the way his mother coddles Jimmy means that he’ll never get any stronger, and Buck can’t stand that more than anything. But, Jimmy looks up to his brother. It’s the way things go; little brothers always look up to their big brothers.

Buck might be brash, but that just makes him all the more menacing in fights. His skill set is built around intimidation and straight-up clobbering, and he naturally has a chance to attack twice.



Jimmy’s mother, Helga, is sunshine in human form. She loves smiling more than anything. No, she loves her job more than anything. Wait, no, she loves gardening more than anything. She just loves everything. Well, maybe she loves her family the most, but that doesn’t mean her boundless love for everything won’t distract her from time to time.

Helga is the emotional core of Jimmy’s family. She protects and encourages Jimmy, and she’s the only member of the family who Buck respects, both because of her strength and, well, she’s his mom.

Helga is so optimistic that she refuses to let anything get her down, including most common status effects, which she’s immune to. This works well for her, as most of her skills are centered around healing, so, like in her family, she’ll hold the team together in combat.



Fact: Andrew is Jimmy’s father.

Fact: Andrew is a professor of paleontology.

Fact: Andrew is the smartest person in the universe.

Okay, so the third one might not be a fact, but, to Jimmy, that’s an absolute truth. Andrew is an infinite fountain of information, not all of which Jimmy understands, and every day at school Jimmy tries hard to learn so that one day he won’t feel so stupid around his father. It’s a difficult task, though, and Jimmy often feels ashamed about it.

That’s not to say Andrew ever puts Jimmy down. He’s just the kind of guy whose emotions are a bit subdued. While Helga would be concerned with maintaining happiness in the household, Andrew only wants contentment. For example, if Jimmy is upset because his homework is too difficult, Helga might try to lift his spirits with a trip to the movies. Andrew, on the other hand, knows from firsthand experience that the struggle is an important part of the learning process, so he would let Jimmy work through his own problems. He just might not be good at voicing that reason to Jimmy.

Andrew is erudite, which gives him a passive MP regen in combat. This allows him to use his powerful science skills without fear of depleting his resources, and if push comes to shove, he can quickly burn through MP in order to make his skills much more powerful.



Uncle Lars…never really took off in life. He tried, though! I mean, not particularly hard, but you know how the job market is, and being out of work for so long, well, employers don’t really know what to make of that. Then there are his self-confidence problems. A lifetime of being verbally beat down can be incapacitating.

But, something strange can happen, too. Years of insults, self-doubt, and sponging have helped Lars obtain a curious zen state. “Why does it matter if you hit me? I’m already lower than slime,” he might say.

After Lars’s parents passed away, Helga let her baby brother come to live with them. Andrew and Buck were not happy by this turn of events, and Lars is aware, but, much like barnacles slowly weigh down a boat, they do so knowing that this is what they must do in order to survive. Well, not really, because barnacles can’t think. But if they could, they’d sure be a lot like Lars.

Jimmy, on the other hand, loves his uncle. They play video games together, they watch anime together, and over the years, Lars has collected all sorts of neat toys; his room is like a treasure hoard to Jimmy. It’s a palace of wonder. And, to Jimmy, Lars is absolutely wonderful, too. A friend, really. A best friend.

Lars might be lazy, but this means he doesn’t get excited much in battle, allowing him to keep his cool. He slowly regains HP as a defense mechanism, allowing him to take a lot of heat, and his skills revolve around taking hits for the team–because while Lars might not be motivated, he sure is a nice guy.

Progress Report

Progress Report

The last time I made one of those “here’s my progress” blogs, I had finished all of the enemy graphics. Now, I’ve finished all of the enemy behaviors and all of the skill animations. Battles still need to be balanced, but that’s going to happen pretty late in the development progress. I also still need to get all of the battle backgrounds together, but that’s hinging on a script that I’m waiting on, which is kind of a bummer, because I want to start making .gifs of all the crazy battle stuff I worked on throughout the summer.

Now that I’ve more or less finished with battles, I’m moving onto the most time-consuming stage of development: mapping. This is probably the thing I’m least comfortable with, and the semester has started so I’m actually working again, which means get ready for a PRETTY SLOW rate of output. The good news is I pretty much expected this anyway so this is hardly surprising, and I’ll try to start posting screenshots for #screenshotsaturday again, which means, from your perspective, it’ll probably look like I’m doing way more even though I’m going at half the speed.

So, for the next year+ I’ll be mapping, composing, and making all of the field stuff interactable. You’re probably not going to see another one of these progress report blogs for a while, but I’ll try to pop back in around the one-year anniversary of the game announcement since I like ritualistic stuff like that. I'll also still post a lot of the kinds of stuff I've been posting; Information Guy, for example, still has a lot to say.

Question for the mapping enthusiasts out there: how long does it take you to get a fully composed level map together (this includes drawing the tiles)? I've spent about a week on the first level and I still have another day or two of tinkering left. The biggest problem I've had so far are trees; they're staggered a bit to give a more natural looking treeline, but this has been a MAJOR pain to get right. I think with the style I've been using, interior maps are going to be way, way easier at least, but, man, these outside areas are killing me.