'less than 2 minutes', cut to me struggling over the first area for 5 minutes alone lol-
Love the aesthetics and ui. the text was a bit small for my old straining eyes, but wasn't a big problem.
great work!
fair enough, you know your target audience and goals. if ya got a patreon, id say a poll would help with this decision haha.
n i feel ya about the quality; i like to make low poly 3d art. and 32x tilesets would help with making it look more polished than with 16x tiles as the textures imo, just a style choice. totally wasnt expecting 3d assets from you, that's just my use case.
Recently got off work and fulfilled all other obligations so now it's time to start wrapping it up! But before that I must update you peeps on what has been done!
I didn't get much done the other day visually but what I did get done is create all the rooms in the game! (I still need to place tiles on them and decorate them all) But never you mind all that! After that, I need to create a splash screen with some basic menu options! I won't have a lot of time to work on this tomorrow or at all Saturday so today will be the last day of considerable work time to put into this. That being said time to put on my working pants and finish this game-u!
Thanksies~ Yeah i just added it and already it feels a lot better! It's funny you say that most sprites minus the tileset and the player sprites I made super quickly as placeholder sprites. I don't know if it's because I've been staring at them for so long but they've kind of grown on me and I like them a bit too much to change hahah
Didn't post an update last night as I was pretty tired but here we go~ What I got done last night!
That's it for last night. I have a day off today so I suspect I'll be getting most if not all of the map done today and have a working prototype at the end of today!! Exciting~
I've been #blessed with short work schedules this week. Good for this project, bad for me wallet but here is what's been done today:
I've made a trap for the crystal section that activates once you step on it. Some crystal eggs that are randomized with it's appearance that hatch into wasps that shoot stingers at you (might change their path a bit). I'm planning on making some tiles that will look similar to the eggs but not so much so it has more of a surprise factor when first meeting them. Made a stalactite that falls after you step under them. I may make another enemy for this area, something simple and easy to kill.
Also made some enemies for the lava sections. Still a bit rough around the edges but got the basics down. I'm not entirely sure why I made them mostly eyeballs but I don't dislike it so I'mma just go with that. First of the enemies is a spawner that makes small eyes that follow the player. A jumping jellyfish(?) idk maybe I'll change it to a jumping eyeball to stay with the theme. and finally a wall eyeball that shoots lasers. Same with this group probably gonna add another enemy or two. Or perhaps some traps/perils.
Todo: I want to make some more decorative tiles otherwise this is going to be a pretty barren place. I'm going to start on both the minibosses for both areas, and start making the levels, I've already made an outline of the map so that should be pretty quick imo. And finally make that dang hurt sprite for the player and spear sprite. I should also probably start adding sound effects... lots to do.
I had the morning to continue the project and I'll take any free time to make progress as the deadline is fast approachin'
I've created a two more simple tilesets, basically recolors for the two other areas the player will find the key crystals to open the exit door. (I also added a little sparkle effect to give it some life in the crystal sections~
The other area will be a lava section where the player has to traverse well... lava. I made the lava slowly rise up and down to make it seem a little better (a solid block of color made it look so bad. ) Also made the player jump up when hurt by the lava a la mario 64 so I don't have to bother with water-type gravity.
Finally I made a couple of other simple enemies. Realized I need to make a hurt sprite for the player and a knockback type dealio to give some kind of feedback for getting hurt.
First enemy was a slime that slowly approaches the player when nearby. A jumping spider that still needs to be tweaked for maximum deadliness. The toughest to make so far, the sine wave bug thing that jankily flies around. Its behavior is pretty lame and really predictable but it'll do .
That's it for now! Gotta get ready and look presentable!
thanks for the comments! That's a really good animation~
If you're talking about the text on the screen the vspeed shows me the vertical speed of the character, so if it's negative, the character is jumping up and it changes the Sprite to the jumping one. while if it's negative, the character is falling so it changes to the falling Sprite.
The reason it's on the screen is because I was having trouble making it work and wanted to see it on screen to what the heck was going on lol
For today's update: Created a basic tileset to pretty up the place a bit. Added another basic enemy stingray that drones from right to left. Decided on the character being a froggo~ I think it's pretty suitable. I had a pretty tough time managing the frog sprites but after some debugging and seeing what was going on with what I've managed to correctly have the walking and jumping/falling sprites work!
Good progress for today imo and next up is more level and tile creation!
I'm finally making a devlog for my jam entry! Been a little busy with work and life but now I have a block of time to log in all the happenings on my entry so lets a go! [cracks knuckles] I've named my entry Cave Escape for the time being and I'm pretty sure it'll be called exactly that by the end of it. Simple and gets the point across.
Plot: You wake up in a cave of sorts, parched and only getting more and more dehydrated, you trek on and must find a way out before you die.
Main mechanics: Put simply, this game will be a bare bones metroidvania and I do mean barebones (mainly to keep the scope of the game small and my sanity intact). To keep the player moving with a sense of urgency, I've added a water gauge that continuously depletes over time to push them along with sources of water to refill their water and think about what their next move will be as these water sources will be very few.
An optional mechanic that I want to add if I have the time: A cool thought I had while making the prototype is that it would be pretty neat to have ghosts or hallucinations come out as your water meter reaches the breaking point as a punishment for not managing your water levels like a good player! What do you peeps think?
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What's done so far: To keep myself on track and not spend time on things I might trash later I used an app on my phone called Project Manager, it's pretty simple and with it I've managed to make most of the main things and not start on features or things not important.
I've made the platforming, water gauge, attacking, health, most of the basics i could think of...
As well as a basic enemy template and the spheres as keys to open the last door in the game. Also somewhat of a water leak type deal (Still gotta tweak the rates of losing water and gaining it). But that's pretty much it! Not shown is moving room to room and an end state of the game after exiting the last room.
I think it's safe to say that from now on, besides creating more enemy ai and other small little details, I can start working on the graphics and levels. Wish me luck! I feel good about my progress, I think I can finish this in time!
Devlog #2
So not the most productive weekend for me due to [excuse] but I did manage to get some of my todo list done.
I made some bombs that stick to junk and 'splode. Still rudimentary but it's there along with the ability to destroy (certain) inconspicuous walls. You can also see the rocket boots item on the right.
Also made some crates to destroy if you're in sore need of bombs or health.
Lastly, an accident! As I was trying to get the basics of enemyAI down, somewhere in those sloppy scripts, a fidgety friend happened! I kinda like it. I'll probably change the sprite to something else and mayhaps use him as an early enemy.
So there ya go, progress! Soon to be followed by even more progress since I'm weirdly less busy on week days rather than weekends. Anyhow an updated todo list!
So this'll be my second time trying out this game jam. Last time I started pretty late and had too big an idea to finish on time, this time I don't have any excuses hah so here goes.
I tried to stay within the theme of cats and\or dogs by making my protagonist a doggo. I had also just seen the youtube series BossKeys by Mark Brown and decided to try to create a zelda like dungeon. Lastly I wanted to give the game a hand drawn feel by using scaled down drawings.
I'm using Game Maker and I'll try to keep this devlog updated from now on but anyhow,
here's what I have done so far.
A HUD that gives no information really. a working character object that has health.
I have a dungeon layout done and all the rooms built. They're still pretty unpopulated, all the enemies are still being made so I haven't had the pleasure of meeting them in the battlefield. Only in a debug room.
as far as story goes it's a pretty simple one. As Space Dog, you crashlanded onto a rogue planet, into a shifty looking organization building\cave?
Things on my immediate todo list:
Broader todo items:
Started a bit late on this since I didn't really know about it's existence till yesterday. But still it'll be a nice challenge to make an rpg.
So I didn't have much of an idea of what to do until I saw this spritesheet over at opengameart. And I gotta say I really really liked it. So I'm going to try to do it justice.
I still haven't decided on a story or anything like that, but I do have a simple WASD moving character.
I have simple textboxes going on when you click on a sign with your cursor. Nothing too fancy.
As for the battle system, looking at the icons that were in the sprite sheet I decided to do like a simple rock paper scissors gameplay style. The winner of the game gets to do their selected action of either Attacking, Defending, or Healing. Still haven't fully programmed a workable fighting system but I feel like I'm halfway done.
Nyello so I've always wanted to try participating in an art jam to challenge myself to make and (try to) complete a game. I want to focus on ultimately putting out a nice story and the only thing I'm really good at is drawing so I decided to head in the adventure game route- Going to be using Gamemaker since I'm pretty comfy with it. (I didn't know there were specifically engines for adventure games but I kinda didn't wanna bother with learning a whole 'nother engine :v )
This is what the game might end up looking like-
Depending on how fast I work a lot of the art might be this kind of gradient-y msPaint style- I would love to have the polished art that I have in mind for the story but the priority for me here is having a complete short story. If I can finish that then the art comes next~