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<Devlog> Working Title: Gus

A topic by RockMan3581 created Jan 26, 2020 Views: 451 Replies: 14
Viewing posts 1 to 4
Submitted (4 edits) (+2)

Gus is a game where the player controls a local hero who protects a small village, aside from protecting the village from monsters, the player also helps any of the locals with their problems. No one knows where the local hero came from, he just randomly showed up a few years ago, though he's grown accustomed to the village.  One day, on a Sunday, just as the sun is setting, a monster--no, a demon appears. The hero does his best to stop it, but he's killed along with everyone in the village, the end. Or, at least, that's how it should be. The hero wakes up a week before the incident(Monday) while remembering the brutal encounter. Determined to save the people he loves, the hero sets out to find a way to defeat the demon and save the village, he doesn't have infinite chances, however, he only gets two more attempts to save the village before the future is sealed.

Day Zero

Before the start of the event, I went asset shopping to find some good assets to use since I'm very terrible at pixel art(I am trying to learn, though) and want to at least give you something nice to look at. Currently, I'm using LimeZu's Serene Village tileset, Gamekrazzy's 8 directional top-down character for the main character, BilouMaster's Free RPG Asset pack for the npc characters, and Hugues Laborde's UI Pixel Art 01 for the text boxes and other eventual UI elements.

Day One

Today I've had a lot of progress, I added character movement, text boxes, day and night cycle, as well as some other less interesting stuff. I'll continue updating this if I add more!

Day Two

Progress slowed down a little but I ended up adding a few enemies as well as allowing player input with dialogue boxes!

Day Three

Today I went asset shopping again for some enemy sprites and ended finding Maytch's Free 16x16 Pixel Art 8-Directional Characters asset pack, which I am using the ghosts from for my game. In addition, I found Estúdio Vaca Roxa's Generic RPG Pack. I didn't end up using any of the monsters that came with it, but the asset pack included a free soundtrack that I'll be using for my game, I didn't actually plan on having any music in my game but now that I have this I can have a title theme, battle theme, etc etc. Here are some pictures of the ghosts:



The first one is just a regular ghost, it'll probably end up being the default enemy that you face, but the second one is a stronger version of the regular ghost and will be more harder to take down. Here's the ghosts in action!

Day Four

I didn't get much done initially(because I had school) but as soon as I got home, I got to working on this game. I added the first npc in the game (his name is Erin, say hi to Erin). He serves an important role as the fist npc I added to this game but also the shopkeeper npc, the one you buy upgrades and such from:



Gus is just the default name of the main character, by the way(you'll be able to name the character whatever you want). Additionally, the things listed in the shop are, obviously, temporary and only there just for demonstration purposes.

Host

awesome--thanks for sharing what resources you're using as well! this sounds like some really solid progress--do you have any screenshots or gifs to share?

Submitted(+1)

Of course, here's some. If it's a bit blurry that's because the software I'm using to record isn't all that good.

Host

omg this is so cool i love it!! honestly if you can embed these in your devlog posts i think it'll definitely add a lot to see your visual progress in the devlog!

Submitted

I followed your suggestion, what do you think of my newest update?

Host (1 edit)

ohh this is so cool! i love the way the menu is looking. is the text animated? also--feel free to post new replies to your thread! it'll bump the thread on the community and make your devlog more visible.

Submitted(+1)

Ah, alright, I'll do that then from now on, I suppose. But more importantly ,what do you mean and what exactly are you referring to when you ask "is the text animated"? If you're talking about the text boxes for characters, then I guess you could say they're animated(e.g. it "loads" one letter at a time).

Host

it looked like when you had >apple< selected in the menu it was making the text larger--but in an uneven way that almost looked like it might be animated!

Submitted

Ah, no, that was just the gamemaker default font being crappy, but I suppose I could try implementing something like that later.

Submitted(+1)

Day Five

I got to do some stuff today, first, I made it so that characters can have multiple "pages" of dialogue, which wasn't possible before. After which, I gave the shopkeeper Erin a nice little room for him to stay in(I'd post a picture but for some reason Itch.io doesn't want me to upload pictures today I guess). In doing this, I also had to program a way for the player to move to different room, it was rather easy. I also changed the font of the shop(it was using the default font which is trash)to the same font that is used by the dialogue boxes. Though, there's been one thing I've been mulling over, whether I should make it so you attack with space, or by pressing the left mouse button. For context, the combat is a bit similar to Hyper Light Drifter, in the sense that the player attacks at whatever direction your cursor is at. Let me know what you think.

Submitted(+1)

Day Six

Not going to lie, today was not a very productive day all, as I had a whole lot more work than I usually do today, but for what it's worth, I did make it so that items in the shop have quantity, meaning you can only buy so much of a productive before it runs out, while before you could buy say, a sword, as many times as you like, even if you already have one.

Submitted

Day Seven + Day Eight

Yesterday and today I worked on adding an enemy wave spawner. It spawns in a few enemies, then after you kill those enemies, it'll spawn in the next wave, then the next wave, so on and so forth until there are no more waves to fight! Here's some footage. It, unfortunately, doesn't work all the way, though. After you kill on the enemies it doesn't spawn in the next wave, which is a problem that I'm trying to figure out. If I don't figure it out, then I'm sure there's a messy(code-wise) workaround that I can do to give it the appearance that it does that.

Submitted

Day Nine

Today was mostly spent fixing some bugs that I hadn't realize were there until I started thinking about the mechanics and code more. I fixed the item quantity system so that it actually works now(before you could buy things infinitely), after that, I went asset shopping some so that I could find a heart sprite to use to represent how many hearts the players has, and a sword sprite so that I could represent how much damage the player can do. Luckily, I was able to find both. I got the heart sprite from DonHellsing's 2D Heart Animation and the sword sprite from Alex's 16x16 RPG Item Pack. Here is it working in action:


I also changed the cursor sprite from blue to transparent, as I thought it looked better.

Submitted

Last Few Days

Welp, it's all "done".  Though, I have a hard time saying that. Most of the game elements are completed as such, it has music, sound effects, and most of everything you'd expect a game to have, but it's lacking arguably the most important part to the game: The story. Unfortunately, in my time, I didn't get to finish it all the way, but it has enough stuff their to be, if a mediocre, somewhat enjoyable experience. My First Game Jam recommends releasing what you have, even if you don't finish. So I'll be releasing it soon(like right now soon). I see this a win, though, as while I didn't fully deliver on what you people may have wanted, I surely gained a lot of new knowledge and techniques, which is one of the big main points of going to game jams.

Host

nice progress! if it's similar to hyper light drifter where you're using your mouse for direction, i think attacking with LMB makes sense!