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[Devlog] The Blackwell Vices

A topic by Graffiti created Jul 05, 2019 Views: 565 Replies: 12
Viewing posts 1 to 9
(3 edits)

Hi everyone! I'm GraffitiSoul and this is my devlog for the summer 2019 My First Game Jam. This is my first ever game jam, and while I know how to use Unity and code in C#, I've never actually made a game that has left the proof of concept stage. Hopefully this one doesn't flop.

I'm not sure what to say to start, but my idea is to make a simple game in the same vein as the first TLoZ game gameplay wise. The game will be about the pride of a chosen one and how that messes them up in their quest to slay The Dragon That Comes To Harass The Village Every Decade Or Something™. It'll be super pretentious and dramatic, but deep down it's just a very goofy and satirical game. I'll probably go into detail about the plot once I have a better idea of it throughout this devlog.

Current Goals:

  • Understand what I want to create, and make a simple design document (probably today and tomorrow)
  • Have a basic "foundation" to work on. Get controls, stats, and other things mandatory for a simple RPG game (hopefully done ASAP)
  • Come up with a title :(
(+3)

Day 1
Now that I've sat down and started writing a design document sheet, I can now explain what the game will be about. I'm going to be keeping my original post as it was to show some kind of change and thought process.

Plot

You are part of the Blackwell lineage, a series of men and women who are chosen by other Blackwell family members to slay a dragon who arrives to terrorize the region every few decades, and have become one of the most revered and praised families in the world for their protection of many. You, Alexander Blackwell, just so happen to be the youngest and most capable person in the Blackwell family right now, so congratulations! You're going to risk your life to slay the dragon A'un, professional destroyer of 27 different villages and towns. Have fun!

But wait!

Even though the Blackwell family is held in high esteem by many, the people that have been chosen recently haven't really been the best people. They're greedy, they're lustful, they're vain, they're lazy... You've been raised with the same values and vices they've had... namely the seven deadly sins!

In this game, your stats are the seven deadly sins, and they can help you and ruin you. (except Gluttony. I'm not creative enough to translate that into a game like this)

As you level up, each stat increases. The higher the stat, the more intense the effect is.

Here's an explanation:

  • WRA (Wrath) - makes you attack enemies faster and deal more damage, but defending yourself becomes harder
  • VAI (Vainglory/Vanity) - you're harder to hit, but you're less effective with weapons you loot from dead enemies (all that blood is pretty gross!)
  • GRE (Greed) - you can manipulate others to do what you want, but you hoard loot which can make you slower
  • ENV (Envy) - you hit harder when you're fighting anyone that uses a weapon, and loot lasts longer
  • ACE (Acedia/Sloth) - you're able to get closer to enemies without them trying to attack you, but they're harder to hit and it gets harder to pick them out
  • LUS (Lust) - whenever you earn currency, you get a little more + you move faster, but you seem more predatory towards others
  • PRI (Pride) - The sin of all sins! No advantages here; as the PRI stat increases, the game just becomes harder. Some opportunities are ruined, the main character will refuse some weapons and assistance, and the negative effects of some stats will be multiplied as the PRI stat increases.

That's all I have for Day 1! I said a lot of stuff here that I never actually mentioned like loot, currency, "opportunities", stuff like that. I'll go into detail about these as I work on the game.




(+1)

Wow, your absolutely amazing like coming up with ideas so good that fast. Can't wait to play your game.

(1 edit)

Day 2

Whew! Today, I've managed to:

  • get a basic movement control scheme down
  • get most of the player states done (attacking, idle, moving)
  • get a basic animation system going
  • get WRA (Wrath) and LUS (Lust) working, since those were the two stats that altered basic variables such as attack speed, damage, and movement speed
  • get attacking done
  • get enemy hit detection done, along with a health bar thing

It's not much, but this is the most productive I've been when it comes to game development. It feels pretty good!

My computer doesn't handle ScreenToGif very well, and I'm not sure about other .gif software I can use. Only things I have are pictures!


Everything is incredibly rough right now and visuals are currently one of my lowest priorities. This is the main character (greyish square with "AE3" on it) attacking an enemy. (pink square with "AE1" on it)


Here's the debug log! As you can see, with WRA, the amount of damage you deal increases.


And here's a little oopsie I did; while coding in how WRA controls movement speed, I accidentally made the multiplier go on forever, making the main character just zoom off to infinity and scientific notation. Wrath makes you hit speeds faster than light, so don't sin! Unless you're trying to get to places faster.

The next goals are:

  • Getting  VAI (Vainglory/Vanity), ACE (Acedia/Sloth), and ENV (Envy) working
  • Getting basic enemy behavior working
  • Getting enemy states done (attacking, moving, idle, hit, dead)
  • Getting the rest of the player states done (hit, dead)
  • Getting a loot/weapon system working (this will be super basic!)

Once these are done, I will start working on very basic NPC and town stuff. I don't want to stretch myself too thin, so even though NPCs will appear, they'll probably be super simple (and shallow) characters that only serve to increase your stats.

I'm not really sure how to end these logs. I will say, though, I really like reading these devlogs and getting to see what other people are doing! I hope you guys have fun developing your games, and I wish you guys good luck, especially. I kinda need a blessing, too. My motivation can only take me so far.
Thank you for reading my log!

Try GifCam

(1 edit)

Day 3

Unfortunately, I wasn't really able to get too much done because I was out for most of the day. That's alright!

I was able to:

  • prepare animations for enemies and loot
  • get ACE (Acedia/Sloth) to work
  • have enemies capable of sensing that you're near them -- however, it's super buggy!

Goals:

  • get enemies to move towards your position when they detect you (the log saying that enemy is moving to player isn't true; it's just describing what the enemy would do)
  • get enemies to attack the player
  • get VAI (Vainglory/Vanity) and ENV (Envy) working
  • set up what happens when the player's health is at 0
  • set up what happens when an enemy's health is at 0
  • get EXP working
  • get a loot/weapon system working (I'll go more in depth with this when I have visuals!)

Not much today, but there will hopefully be a lot to talk about tomorrow!

Host(+1)

haha i really love your pitch--it has a really strong hook and a really clever humor to it. the concept for your design is also really interesting--i was really surprised by how you ended up using "pride" and it's really cool and fitting... i can't wait to see how this game plays!

Day 4 and 5
My apologies for not having the 4th devlog ready! I was tired and I planned on doing the devlog in the morning, but I decided to just combine the two.

Before I start, I've decided that my scope was too big. My coding skills are basic, and I didn't realize what I was taking on until I got further into the project. I had a lot of difficulty with enemy behavior, so I realize that I should probably make my scope smaller. So, scope will be reduced!

Days 4 and 5 were just dedicated to making enemy behavior a thing. However, my coding skills are lacking, and enemy pathfinding and logic is totally foreign to me. So, I've just decided to make the enemy behavior very simple. It's basically code that basically goes "when the player is in the near vicinity of an enemy, enemy will chase them" , but with different results. To reduce scope, there will be 3 enemy types that chase down the player in some way. When I start working on the art, I'll go more into detail about that.

In general, here's what I managed to do:

  • get enemies to attack the player and deal damage
  • get EXP working, but in a very simple form; every time you defeat an enemy or do something that increases your stats (sinful things!), the stats just increase; no levels!
  • get VAI (Vainglory/Vanity) working
  • get enemy behavior working
  • set up what happens when an enemy's health is brought down to 0

Now, here's my goals for tomorrow:

  • finally get loot working! This will be super simple and just be temporary boosts that the player gets when obtained (they'll be shown visually, though!)
  • Get ENV and GRE working

Some other goals (hopefully done by the end of this week) include:

  • get town mechanics working -- main focus!
  • get save/load states working

Thanks for reading my log!

Day 6

I've decided to change the gameplay from a real time action game into a turn-based RPG. This is for multiple reasons:

  • The current code looks something like this:

  • I am having more trouble than expected making an action-adventure game! My coding skills can only take me so far, and after noticing how disorganized the code became, I decided to scrap things. Enemies were hard to implement for me, which should probably have been a red flag that I'm not ready to make a game from scratch.
  • To reduce scope significantly. Making the game in an RPG Maker-esque engine will get a lot of things that I have trouble with such as save states and map making. 
  • The game is intended to be a parody of RPG games where the protagonist is a hero on a journey to save the world or something. Making it more similar to your generic, run of the mill RPG game with turn based combat will probably amplifly that feeling.

A lot of the gameplay has been fleshed out in a design document. I'm sorry if I've let any of you down! I wasn't happy with the direction the game was going, and I feel like if I had simpler game design, I could make a better game. The "stats are the 7 deadly sins" thing is an idea I see a lot of you guys like, and with a more traditional RPG game I feel like that idea will be used a lot better.

I'm still deciding which engine I'll use. The game will most likely be a demo, too. Thanks for reading my log!

Submitted

Hmmm...  I think I kind of understand how complicated an RPG can be, as I'm making a turn-based one using an RPG engine. Now, making one from scratch, solo (yes, you), is a monumental feat! (them thousands of lines of script!)

Wish you won't drop this project. I (and I'm sure there are others) want to see this project bear fruition.

Also, if I may suggest, for starters just use a couple of stats instead of all seven at once? Just so that balancing the battles won't take too much time and effort. 

Though ultimately, whatever you choose to do, cheers and good luck! Fighting!

Submitted

Hmmmm, yes, that code looks very tasty. Don't lose hope, you can still churn out something playable in a week. Even if you can't finish it here, you can continue after the jam!

Hey guys! After a lot of thought, I decided to drop out of the game jam. I've explained this in the Discord, but basically as I kept on working on the project, I felt more stressed and anxious trying to program things I needed a lot of help programming. When I decided to go simpler, I realized that it was probably a little late for me to switch engines, and trying to find a free RPG Maker-esque engine is kinda hard. (especially when you find out you can't really change RPG Maker stats for new things AFAIK) I'm not experienced enough to take on this myself, and for that reason, I decided to drop out.

I'm so sorry! The entire "stats are the 7 deadly sins" thing is something I'm proud of coming up with, and I, too, want to see this project come to fruition. I still might get something for the jam done, just not with this concept. I'm disappointed that my first game jam ever was a flop and that I gave up, but it doesn't mean that I'm just throwing away the idea. It'll still come, probably. When I'm more experienced, it'll definitely be something I try again. I fell victim to scope, and I'm not too ashamed to admit that, because I learned a lot from this jam anyways.

Really sorry to disappoint you guys! I'll come back for next year.

Submitted

Oof, actually I'm using a "free RPG Maker-esque engine" called Wolf RPG Editor (english). :D

As for changing stats in RM, their names and behavior (how they're used, etc.) should be doable. Though that means changing some lines of script or using a plugin. 

Anyways, good luck!