Monday, May 23, 2016

Shieldin' and Selectin' / Rusting Over

Hey, there!

I've been making new devlog videos for Gearend, my 2D Metroid-like in development, and forgot to post anything here! I actually have something interesting that I wanted to write-up, but before that, here's the new devlog videos.

In this one, I outline some of the changes I've made since the last devlog video. You can catch a quick changelog in the description of the video.

This one is a new song, Rusting Over. It's kind of a pensive, thoughtful, sad, driving track that I think fits in rather well with Gearend. But I've got a lot more good (hopefully) music I'll show, too! Please look forward to it, haha!

Saturday, April 23, 2016

Gearend Devlog Video Dump

Yo, there!

I've been making a lot of progress on Gearend, but haven't actually shown any of it around here! So first up, a devlog video dump!

Here's a song that was in the old Gearend that I'm going to use for the new Gearend, after spiffying it up some.

And some more devlogs after the break!

Friday, April 1, 2016

Gearend Devlog Video #6 - AI Theory

Yo! Here's a quick devlog video showing how I'm approaching AI for Gearend.

The idea is to base everything around tracks that you can turn on or off, and that control which behaviors are being executed at any given time. It's basically lines of Finite State Machines strung together.

Each Track will have only one active Behavior at a time, though you can have as many Tracks as necessary. Each track also will have its own mode (Normal, Choice, etc) and its own controls (for reversing, toggling, clearing, copying, etc). The general idea is to make reusable behaviors simple and easy to use across the different games I make.

Anyway, that's it for this one. Thanks for reading!

Wednesday, March 30, 2016

Gearend Devlog Video #5 - Loadout and Location


Here's another development log video post showing some of the stuff that I've changed / improved!

And here's a text dump in case you don't wanna watch!

Tuesday, March 22, 2016

Gearend Revived

Yo! It's been awhile, hasn't it? Well, then. Lemme explain:

Airgrift is being paused for the moment, as I've decided to go back and start and finish Gearend.

As you might recall, Gearend was a 2D Metroid-like that I was working on a couple of years ago, and subsequently abandoned because I thought it was too big of a project for me. Since then, I've figured that the game's not gonna get done unless I started on it, and so I started planning out how I'm gonna start and finish the game. I believe I've grown leaps and bounds since then (or maybe I just know a bit more about how to get myself to get stuff done), and now I'm working on it again. Hurrah!

More info after the break!

Monday, October 19, 2015

Airgrift Devlog #2: Gooey!


Here's another devlog video for Airgrift! In this one, I talk a bit about some new GUI stuff, some new enemies, a new camera system, and s'more stuff! Making games is fun, but it can be hard work too, haha.

Here's a bit of a write-up that's also in the video description:

I've been working on Airgrift for a little while now, and I've implemented and added quite a bit to the game and engine it's working with (BDX). So hurray!

I've added some GUI elements - mainly the Cash counter, the portrait and name in the top-left corner, and the camera icon in the bottom-right. These elements still need to be positioned to work more in the favor of the gameplay and to be streamlined, but overall, they look nice and work well.

I've added downsampling for a smoother, more efficient bloom filter (hopefully, anyway), and a couple of enemies, as well. The enemies aren't finished as of yet, but the core ideas are definitely there and working. The Discharge slowly follows the player and fires electricity straight downwards. The strikes are periodic, but they hurt when they hit!

I also wrote that music in the background. It's not really for any project in particular, but it might work well for this game. I have, however, written some other music for Airgrift that sounds really awesome, I think, so that's something to look forward to implementing.

Thanks for watching!~