Tuesday, January 27, 2015

Kyro - Day Something Oruther

Yo! Soooo I missed the week deadline that I was aiming for, unfortunately (I should have been done around Friday the 24th). Oh, well; I think I've learned to adjust my expectations according to how much I (by now) know I'll work on my projects. So, I think I'll just try to make something every two weeks or so, since it seems like I can hit that pretty reliably. I will finish Kyro, though; I hope to have it done by the end of this week (at the LATEST before the end of January).

As far as development actually goes, it's going well. I do some additions and work on the engine I'm building Kyro on (BDX) while I'm working on Kyro itself as well, so it's kinda slow in some respects. However, it means that I have pretty good control over how things work and have a goodly amount of knowledge of how the engine works, which is cool.

I've gotten teleportation done and looking pretty spiffy with some particle effects, along with an enemy that just kinda waltzes around. Touch it, and you die, though in the tradition of Lolo games, it's not particularly dangerous looking. I plan (planned) to have multiple enemies, but I'm not sure, as I don't want this to grow into a full-blown game that takes a lot of time to create. I actually also planned to have simple combat, but wisely slashed that outta hand to focus on the puzzle gameplay. I already have five levels done, and making more shouldn't be difficult at all, so I should be able to hit my target time. There's not too many game elements that I've implemented yet that really "change" the gameplay, but it's already looking and feeling like a cool little puzzle game. Although, I'm already looking forward to the next game, haha. :d

Anyway, thanks for reading! See ya!

Saturday, January 24, 2015

The Continuing Continues

Really short post, but I got the teleportation mechanic working, which is good. You press a key to throw a teleportation gem (a dimensional quartz enhanced by a lost technology), and can press the key again to teleport to the position the quartz hits. You can recall the quartz as well, in case you screw up a throw.

The game's shaping up, though I've, again, already passed my mark for a week. Still have a ton of stuff to do, but it seems like it's not that much since most of it is just placing stuff I've made already. :o

I'll continue as best as I can until it's done, though! ≖‿≖

Wednesday, January 21, 2015

Kyro - Day 4 Or Something Like That

Today I implemented transitions into the next rooms:

And restarting after you mess up royally.

I also got the teleportation mechanic working OK; it just needs to be polished and refined. Welp, more news or GIFs next time.

Monday, January 19, 2015

Kyro - Day 3/4

Hey, there. So, I'm a ways into Kyro, the second ShakeCan Game I've been working on. If you don't already know, my ShakeCan Games label applies to games I'm making with a goal of finishing in a very short period of time - generally just 1 week.

So far, I have a couple of the basics of the game down - you move around and can trigger switches. Each switch can trigger any number of other "switchable" objects. Your goal in each level is to get to the stair-set, as that will allow you to move on to the next room.

(I think) I've yet to show or explain the "gimmick" behind this game to not make it a pure "Adventures of Lolo"-like production, but it's turning out well nonetheless. Now, "gimmick" can kind of sound like a bad term, but I think it can just describe a trick or additional ability to traverse a puzzle that isn't present in other titles. I think many good puzzle games employ gimmicks, especially ones on PC after the popularity of Portal 1 and 2. Those were two good games that really developed and expanded upon the portal-hopping gimmick to be interesting and engaging. It wasn't too difficult to grasp or work with, and even relatively simple puzzles required a good amount of thought to work through. So in other words, I hope the gimmick in Kyro will be simple, interesting, and fun to work with for players in the end. Anyway, I hope I can keep up the pressure! Thanks for reading / watching!

Friday, January 16, 2015

A New Week-long Project - Kyro, Day One


I wasn't able to get the previous game (Lodemen) done in under a week, and I found it rather difficult to continue. Newer game engines nowadays aren't really made for tile-based gameplay, and Lode Runner's physics system is rather finicky and kind of requires such a tile-based approach. Excuses, excuses. Bottom line, it proved difficult to reproduce for me, so alas (again with the alas) I decided to break it off. I've started on another Shakecan Game that I aim to finish in a week. I'm attempting for this to be much simpler - it's going to be an "Adventures of Lolo"-style puzzle game.

In Adventures of Lolo for the NES, you controlled Lolo as you cleared a series of single-screen rooms. Each room would have a puzzle, usually, and you'd have to figure out how to move blocks, avoid enemies, or traverse the landscape in order to leave.

This game, Kyro, will be similar, but in my game you'll control a monster woman named Maxelena who has the ability to teleport by throwing a device. The game will revolve around using this mechanic to traverse and clear the puzzles in a similar manner as the Lolo games. The game is, again, being created in the (still in an incomplete, pre-alpha status) BDX game engine.

While I do think I should be able to handle the gameplay fairly successfully, I'm not sure how many rooms and puzzles I'll be able to make before the week ends. Given that puzzle games require, well, puzzles to work, I might not be able to get very far with this one. Guess I'll see. :1

Saturday, January 10, 2015

Game 2 - Lodemen - Day 1 (?)

I waffled throughout the week trying to find a game I could make, and finally decided on this just today or yesterday or something. The next game is going to be a Lode Runner-like called "Lodemen". Side-scrolling, puzzle maze game. You can dig out pieces of the ground next to you. Co-op in Lode Runner games was really fun, since you couldn't run through each other, IIRC, and you could stand on each other, making co-op puzzles different from single-player ones. I'm planning to implement some co-op mechanics and hopefully make it unique through a few other mechanics if I can work them out effectively. I'm using the BDX engine (which is still unfinished and just a pre-alpha) for this. Hope it works out!

Monday, January 5, 2015

Shakecan Game One Done


Download it (pay what you want) heeeeeeeere!~