Thanks! :D I didn't want to spend too much time on art because there was so much to do, but doodling the little UI icons was fun.
I really wish I'd done more gifs of the spells but I guess you'll be able to try it out for yourself soon? :P
This devlog has been very silent because while I've been working hard, I've been working on trying to implement pathfinding for my enemies. As something I'd never done before, this took much, much longer than I anticipated. I wasted at least a day trying to figure it out on my own before realising there were algorithms for this sort of thing already worked out. Another day was lost trying to figure out how to translate A* into actual code. Then there was a lot of time spent writing hundreds of lines of code and trying to fix all the bugs that hundreds of lines of code will throw up.
The good news: I learnt a lot about pathfinding! It works exactly as I want it to and now I have it there is actually gameplay that can occur.
The bad news: I still don't have a 'game', as such, and strictly speaking two weeks from the start of the jam will have passed by the time I wake up. This is my priority list of stuff to work on during the last day:
I have absolutely no idea how much of that is feasible (probably less than I think) but I would really like to be able to submit something vaguely game-like! I intend to keep working on this after the jam so it's not a huge loss if I can't make something playable in time. Would still be kind of disappointing.
Good luck to anyone still working on their game! I'm really looking forward to seeing what people have come up with once the deadline has passed. :D
Day 4
Been kind of tired (Turns out it's harder to make games on a day when you have work than on a weekend. Who knew?) but I've managed to get a bit of work in every day.
Unfortunately I'm still working on the spells, but I'm very close to being done! Ice Wall now makes walls of ice that melt after 5 turns. Walls, ice walls and water now can't be walked into and will stop enemies being pushed back by Water Jet if an enemy is knocked into them. I just need to add a bit more code and Water Walk should let you pass over water!
Haha, nope. Wellspring is just a water-themed name I grabbed at random so I didn't have a nameless game. It also serves as the name of the McGuffin that the player is delving for. Unless you were planning on naming your game after that particular town you should be fine to just leave it as it is. :P
Thanks for the kind words!
Day 2
Didn't make as much progress as I would have liked today, but I got the UI and magicka bar bits of the magic system working at least. The magicka bar will deplete as you cast spells and regenerate a little each 'turn' when you are not casting a spell (which at the moment means every time you make a move). If you don't have enough magicka, you can't cast the spell (as you would expect!).
You can also select the two spells other than Water Jet but this won't actually do anything visible yet. Hoping to get Ice Wall and Water Walk implemented tomorrow so I can move on to enemies. (And also, at some point, make walls be solid.)
Day 1
I made a test room with the three basic kinds of tiles (wall, floor and water) to develop the core mechanics in. I also made an enemy object and a player object. The player object can now move around the room and cast the Water Jet spell to push the oblivious enemy object around. Here's a gif!
I'm going to keep working on the magic system for now. This includes the Ice Wall spell, the Water Walk spell, a magicka bar that regens over time and UI buttons to let you pick spells. (At the moment the image of the book is all I've got in terms of UI).
Hi! This is my second time doing a MFGJ (the last being Winter 2017, which was successful!) and I'm going to try making a roguelike with a focus on evading enemies rather than fighting them. This won't be a true roguelike because I probably won't have time to sort out procedurally generated levels within the time limit of the jam, but it's a potential stretch goal or something to work on after the jam is over. The only roguelike I've really played is Dungeon Crawl Stone Soup so that's a big influence. I also had a housemate who was obsessed with Crypt of the Necrodancer when I was at uni so that's something of an influence too. :P
Premise
The PC is a water mage returning to the ancient halls of their forebears where there is rumoured to exist the legendary Wellspring: an everflowing source of magic. However, it was abandoned when a ritual went wrong and unspeakable monsters overran the place. The water mages created guardians to stem the tide of creatures. Both guardians and monsters still inhabit the halls to this day.
Gameplay
The PC has to evade various enemies on their way to the bottom of the dungeon where the Wellspring lies. Various challenges they encounter will include:
However, the PC also has a number of things to help them:
A lot of these things aren't set in stone and may very well change as I playtest what I've got and get a feel for what works and what doesn't. Difficulty is something that I'm going to be thinking about a lot.
My plan is implement everything listed above, as well as a single handbuilt level and possibly a tutorial, then see what I can add or change to improve the game!
Day 11!
I'm still working on this, I just lost a few days from life happening and then didn't feel like I had enough for a devlog update.
New stuff:
Possible future stuff in vague order of priority:
Day 4!
Plants can now be bred with each other, in that tried and tested manner of shoving two cuttings together in the same pot. I am entirely sure that is how plant breeding works.
Several new features have also been introduced, including:
Day 2!
Not much was achieved today due to tiredness, but the plants can now be converted into cuttings and the cuttings will 'remember' the heights of the plants they were taken from. You can also now select up to two cuttings from the bar, but you can't actually do anything with them yet. That'll be the next step!
The floating numbers are the 'heights' of the plants and the cuttings, and basically just for my own reference so I could check everything was working as intended. They'll get removed before the game is released. (0 is short and 1 is medium! The first target plant will just be a tall version of the starting plant.)
Hi there! This is the Devlog for my game, The Alchemist's Greenhouse!
Engine
GameMaker Studio
Concept
You are the student of a renowned alchemist and potion-maker. At last, she's decided you're ready to start growing and breeding plants yourself and has given you your own greenhouse. Your job is to selectively breed plants from the stock seeds you've been provided, and grow the magical plants your mentor has described to you.
Gameplay
You have a greenhouse with plant pots and bags of seeds to plant in them. Each seed has randomly selected variables for each of its characteristics (e.g, height, size of leaves, number of fruits, etc.). You can take cuttings of plants and then combine two cuttings in an empty pot to create a new plant with some mix of the two 'parent' plants' characteristics. You're provided with target plants to create from your available seeds. There are some vague ideas for more complex features such as mutations, story, and doing alchemy with the target plants you create, but I'm going to ignore those until I've got the basic features implemented.
Day 1!
Today was spent putting together placeholder art and programming some of the very basic features, like planting seeds, having plants spawn with random heights, being able to select plants, and being able to discard plants to free up pots. Screenshot of how the game looks at the moment (middle plant selected):
The bar at the bottom is hopefully where the cuttings from plants will go, and the object to the right of that is the compost bin where plants get discarded. The mysterious floating object in the top left is the seed bag.
Tomorrow I'm looking to implement cuttings and hopefully then breeding!
Hey, I'm razorsharpsmile! I'm very new to coding and making video games but I've dabbled in various "creative" stuff over the years like drawing, creative writing, writing LARPs and GMing tabletop RP.
I've never done a game jam before but I'm very excited! :D I got the GameMaker Humble Bundle and that sparked my interest in trying my hand at making games. All I've done so far is a tutorial and the beginnings of a clicker game about bees, so I'm looking forward to attempting something a bit more advanced (and actually finishing something of my own).
My favourite games are probably ES III: Morrowind (and not ES IV), Dishonored, the Zero Escape series and Analogue: A Hate Story. I love exploration and world-building.