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Devlog 67: Massive update
- Toaster_Team
- 10/25/2015 02:19 AM
- 1364 views
@alvarop: oh? It doesn't really bother me that much at the moment, I'll wait and see what the others think about this.
here's changelog no.2, perhaps not as big as last one(still big), but more exciting ^^
I also created a test level for Zizka to showcase everything c:
Pan(Toaster)
-Added crouching(Down+Z, you take less damage whilst crouching)
-Added dying
Pan(Outside)
-Nothing for now
Enemies
-Added Razor Bull
-Added Copter
-Added Hair Dryer
-Added Deo Devil(miniboss)
Interactable objects
-Added Charging sockets
-Added lives(drop)
-Added fridge(checkpoint)
-Added Alpha Sign
Systems
-Added death+lives system
-Added enemy respawning after death
-Added textbar
Gui,Hud and all that beaufitul nonsense
-Added Lives
-Added Game over screen
-Added Death screen
Details and effects
-Added gears when something is damaged
-Added explosions(they do damage as well)
-Removed items becoming transparent when you're maxed out for that item
Fixed Bugs
-None for now
Known Bugs
-Something with the razor bull dissapearing into the wall, haven't been able to recreate it, sadly, so it might happen again.
-I might have forgotten stuff, but I'm not sure
Cake out WOOOSH
Current version of the music for the Toilet Tank stage from the current composer:
Click here to listen.
Another week, another devlog. First of all, a video of the latest progress (1 min 53 seconds long). It contains my current criticism for the current build:
(music is a placeholder, it's from Mega Man 9)
-The Fear of Change- (non-game related)
Whereas I would’ve flipped out before if people would change among the team, I was surprisingly zen regarding the recent changes. Sure, I had some bouts of anxiety but most of the time I was pretty cool with how things were going.
I was actually proud of my reaction, remaining grounded and stable. The funny thing is, as it turns out, all the changes were for the best in every single way.
For some reason, when things change, I sort of take for granted that’ll necessarily be for the worst. What a depressing mindset! Changes can bring not so great things, sure, but sometimes it brings positive things too.
Every time a change happens, I tell myself: “Ok, it was all for the best as it turns out” and try to remind myself to remain cool next time things don’t go the way I expected them to go. I’ll humbly admit I’m getting better and better at it.
-Working as a Team- (sort of non-game related)
Sahand and I are hard at work putting the KS demo together. Sahand’s progress since his return as the programmer has been nothing short of astounding! We’re quickly reaching the point as to how things were when Greg left. In some aspects of the game, some things are even better implemented.
We keep in touch daily, exchanging messages about our respective progress. I think we’re both motivated by this. I give Sahand a lot of freedom as far as the programming is concerned in order to make sure that he has fun doing what he’s doing. He has general tasks to take care of but how he handles those tasks are generally up to him. He’ll ask me for some extra animations to polish the game and code some neat things and I’ll proceed to do them.
So you see, it’s not a top-bottom management but rather a horizontal one. Sahand requests things just like I do so I feel like we’re collaborating on an even ground. It’s how I prefer to do things. Sahand will give me feedback about the stuff I do and I’ll fix them accordingly.
Which brings my next point. As independent developers, I feel that members of a team can’t remain secluded in their respective functions. We’re not huge companies with hermetic departments. This means that whoever is in “charge” of music should pay attention to what is happening for the rest of the game and provide input. I wouldn’t want to work with someone whose mentality is: “No, I’m in charge of music and I don’t care about anything else”. This sort of mentality can fit in a huge organism where each person is just a cog but not in a limited team of people.
That is not to say that the musician should do graphics of course, but it doesn’t mean that his or her sole interest about the project should be the audio aspect of the game either.
We’re sort of settled team wise (for the moment). But if I ever have to recruit someone else, I’m make sure his heart is into the project.
-Art Wise-
I’ve added a few animations for the boss. This was a suggestion from Sahand. Although I was hesitant to do so at first, I decided to go ahead with his suggestion. From what I understand, the game might be presented at a game expo in France at the end of November so I’d like to make sure everything is top notch.
Added a falling animation:
Some new animations for the mini-boss:
Death:
Taunt:
I’ve added an aerial death animation too:
I’m currently also working on Perks. I’d like the perks to have a vintage falloutesque appearance. I’ve looked at old cartoon (the eyes are from the first appearance of Mickey Mouse in animation).
For those of you who have been reading the devlog for a while, you know how much I’ve been going back and forth with various concepts regarding power-ups. That’s because I still haven’t found what I’m looking for.
The further we get into development, the more I want to have something unique, something which stands out.
I realize that, whenever I need some concept for the game, I’ll instinctively go for something which has already been done, which is sort of lazy when you think about it.
That’s it for now!
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Just my opinion, but I think that taking a few seconds to respawn after falling into the water just makes it more frustrating and less fun.
I guess it depends on what you're going for here, Super Meat Boy and Rayman Origins respawn the main character quickly so you don't lose your playing rhythm but they can still be punishing games (specially SMB).
I guess it depends on what you're going for here, Super Meat Boy and Rayman Origins respawn the main character quickly so you don't lose your playing rhythm but they can still be punishing games (specially SMB).
But Meatboy have you restart at a check point. Pan restart near the ledge where you fell. I'm trying to find a way to have him reappear without the player falling into water again by pressing forward.
Ah! Then one possible solution is to make the respawn immediate but far enough from the ledge so that the player has time to react and not fall again right after the respawn.
Not that I'm telling how to make your game or anything :P
Once again, just my opinion.
From your video comment I was just worried that the respawn would take a lot of seconds to punish the player for falling and making the player not want to fall again.
Now I see it was to prevent the player from falling back again right after the respawn, I'd still bet on not taking too long to respawn (of finding another way to prevent the falling issue) or it can get too frustrating for the player when they fall.
Not that I'm telling how to make your game or anything :P
Once again, just my opinion.
From your video comment I was just worried that the respawn would take a lot of seconds to punish the player for falling and making the player not want to fall again.
Now I see it was to prevent the player from falling back again right after the respawn, I'd still bet on not taking too long to respawn (of finding another way to prevent the falling issue) or it can get too frustrating for the player when they fall.
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