Jon Bednez
Creator of
Recent community posts
Created a rhino mini-boss that the orcs have to avoid. Also, you have to build a path for them. The rhino pauses briefly at the end of the path for about 4 seconds. So getting all orcs across safely is all about timing.
In the future, I would like to build upon this AI mechanic, as well as, add a timer to the game.
The mini-boss occurs after a player completes the tutorial.
Hey everyone!
Been a while since I last posted and I apologize. In this latest post, I’m getting back to developing. Currently working on a title screen for the game. I’m using a component called iTween to animate the buttons.
The buttons feel very responsive as a user hovers and clicks on them. And I’m thinking I may make all the buttons in the game have a similar user interface feel.
How I’m creating Sound FX for the game
In this devlog, I’m creating sound effects for the game. To make these sounds, I’m using the trumpet, wooden blocks, cardboard boxes, drum sticks, my voice and more. And using Audacity to edit the sounds.
For example, I’m using my voice to make a bubble pop sound that occurs when the level loads each item. A coat hanger is used to make the whooshing sound, which is used for window popups that appear and disappear.
I hit together two metal tools for when the orcs collect gold coins and stomp on a cardboard box for the crate smashing ability.
With these sounds, Audacity can take one sound and make a large amount of variations, which in turn creates a brand new sound. I’ve been using this technique to figure out what works and what doesn’t work in the game.
At the end of the video, I show a montage of the sound effects I’m using and how I’m using them in the game.
Video Dev Log #3
I’m tweaking game design with unlocked and locked abilities. Abilities will also have a defined limited amount.
Some gameplay footage of the conveyor belt is shown here. It showcases the speed upgrade.
Currently, there are two versions of the conveyor belt. One moves the objects from point A to B. And the other, drops the objects.
I apologize, it’s been a while since I last uploaded a DevLog. I’ve been super busy, but I’m hoping to create more of a consistent schedule.
Have a good one,
- Jon
Hello everyone!
Currently, when loading a level, a fading animation occurs. Its simple, but doesn't appear like a lot is going on. I think with some tweening and scaling animations when the level loads, it appears more lively for the player. The level elements start at a scale of zero, then scale up to their original size.
With this effect, it feels like the elements are popping out of thin air or being placed on the grid magically. I believe it looks better.
Below is an example of the effect when there is an animation vs no animation.
I'm going to be using tweening animations like this throughout the game, including with the user interface. I believe it will help bring more life to clicking and hovering over buttons.Have a great weekend!
Hello everyone!
I'm implementing Grid Action Tiles for the orcs. With these tiles, the orcs will step on them, granting them an ability to help with the puzzle.
Currently, I have 4 abilities I'm working with.
1. Hammer - Orcs can build a bridge over empty grid tiles
2. Sword - Orcs can break up objects in their path
3. Lifesaver - Gives the orcs the ability to float on water
4. Speed Up - Boosts the orcs' speed by a lot
Working on a game-play video to show-case how each ability works and another video dev log.
Until then, cheers!
Interesting idea. I enjoyed using the mouse to move the character. (It felt like I was using a slingshot to throw the character). It was difficult at times to get past specific platforms. Had to get better at aiming the cursor. I could only get to the 3rd platform. Reverse helped, but there was one platform that was extremely high up. Maybe a direction indicator for the player would help? Good job!