Sunday, June 30, 2013

Progress: 6/29/13

Made a good deal of progress on a level entitled "Redemption."  Act II is drawing to a close, though in this point in the game, the lines between Act II and III are kinda blurred...

Friday, June 28, 2013

Progress: 6/28/13

Put the finishing touches on the level I'm working on.  Translated and everything.  Onto another storyline level!

Progress: 6/27/13

More tweaks made to the level.  It's deliciously spikey and not bad in terms of challenge.  I kinda like it!

Progress: 6/26/13

Got a basic level layout working for the next level.  Liking how it's looking so far.

Wednesday, June 26, 2013

Progress: 6/25/13

Finished translating level 19 and adding wind effects.  Maybe I WON'T get Act II done by the end of this week, but I'll damn sure try to get it done by the end of the month.

Tuesday, June 25, 2013

Progress: 6/24/13

Did a little tweaking to the level I just made.  Some translating stuff was kind of wrong, so I fixed it.

Progress: 6/23/13

Got started on the next level.  It's actually turning out a lot better than I had thought.  Hurray for challenging levels now!

Sunday, June 23, 2013

Progress: 6/23/13

Finished a big storyline level!  It took a whopping 2 days to finish, but I actually really like how it turned out! Slowly chugging away through Act II.  Hope to be done with it by the end of the month.

Saturday, June 22, 2013

Progress: 6/21/13

Back into level design!  Programmed some falling letters into this one.  I actually like how it's turned out!

Happy summer, everyone!

Friday, June 21, 2013

Progress: 6/20/13

More brainstorming.  It's getting a little tricky to progress where I am right now...

Progress: 6/19/13

Translated and finished up level 17.  Looking a little better than I thought it would, which is good!

Wednesday, June 19, 2013

Progress: 6/18/13

Did a little brainstorming on what to do with Act II going forward.  Progress is slowing down a bit, but I intend to get right back on it as soon as I can.

Tuesday, June 18, 2013

Progress: 6/17/13

Almost finished making yet another level.  My morale had a bit of a dip this evening, but I think I'm back on track.

Also managed to capture a few good thunder booms from last night's storm.

Sunday, June 16, 2013

Progress: 6/16/13

Did a little touching up on my first level of Act II.  I feel it looks a little...sharper.
(Hint, I added spikes...)

Progress: 6/15/13

Jesus H. Christ, it's been a while since I've made a new level...
Act II is officially under way, and should be finished by the end of the month!  (aka. about 2 weeks...Gulp!)

Act II is going to be significantly darker than Act I.  It's mostly going to focus on descending platforms and dampening wind (blowing down and left).  It's also going to have a few hazards, like lasers and spikes.  Here's what the spikes look like right now!

It's a tad rough.  The spikes won't be moving ALL the time...

Saturday, June 15, 2013

Progress: 9/14/13

Feeback Friday down at Reddit's r/gamedev provided some interesting statistics.  Did a little more brainstorming, but more or less I seem like I'm on the right track for what I want, which is good!

Friday, June 14, 2013

Progress: 6/13/13

My game has a soundtrack now!  Granted, it's probably not something I'm going to keep, but still!  Music plays a big part in games, and can help keep them engaging.  I'm hoping what I was able to drum up will have a similar effect...

Thursday, June 13, 2013

Progress: 6/12/13

Tried to record a thunderstorm for ambiance.  Didn't work out too well.  Might just have to engineer my own storm making my own sound effects...

Wednesday, June 12, 2013

Progress: 6/11/13

More story editing.  I'm hoping to polish up Act I this week, so I can start Act II next week.

Tuesday, June 11, 2013

Progress: 6/10/13

Completely revamped the story (again).  Now it's a lot more personal, and hits closer to home for me.  Still not sure if that's a good thing or a bad thing.  I want to tell a story that players can connect with, but I want to avoid coming off too "angsty."  It's tougher than I thought writing a story that keeps people engaged...

Monday, June 10, 2013

Progress: 6/9/13

Tightened up the jump mechanics a little bit to give the player a little more leeway in terms of getting off a platform.  Seems to work well, from what I can tell.  Guess I won't really know until it gets playtested again.

Sunday, June 9, 2013

Progress: 6/8/13 (Massive annoying bug fixed whooooooo!)

Finally was able to fix an incredibly annoying bug that would cause the player to get stuck on a corner when jumping up stairs.  Feels good to get that out of the way.  Feels damn good.

Saturday, June 8, 2013

Progress: 6/7/13

Evidently my game isn't interesting enough for players to get all the way through what I have right now (Based on the people who have playtested it so far).

So, I decided to a a prologue using In Medias Res in order to make things more interesting to the player, then drop them down into the beginning of the game.  It's my hope that they'll be compelled at that point to continue playing.  I suppose I won't know if this works until my next playtest session...

Friday, June 7, 2013

Progress: 6/6/13 (Sound Effects, baby!)

Three cheers for ingenuity!

That's right.  For the first time in months, HAYAH has sound effects!  Some of them I like better than others, and there's still plenty more to do.  But still!  My game makes sounds now!  Hurray!


Thursday, June 6, 2013

Progress: 6/5/13

Applied the "DECODE" finish line to all of the levels and tinkered with it a bit.  Then I decided to take a little break.  This game's been wearing on my mind a bit more than I'd like it to.  I'll be absolutely sure to finish it by August 20th, but I'm going to have to juggle myself too, it seems.  Pity...

/angst

Wednesday, June 5, 2013

Progress: 6/4/13

Finished decoding all of the levels for the player to see after the "?" box has been collected.

Also decided to make a neato little animation signifying the player's awesomeness for getting the box.

Cor' Blimey!

Tuesday, June 4, 2013

Progress: 6/3/13

About halfway through decoding my current levels for the player to see.  I'm sure there's an easier way to do this, but I haven't tinkered around too much with it yet.

Sunday, June 2, 2013

Progress: 6/2/13

Did a few little tinkering things today.  Mostly aesthetic stuff.

For starters, here's the new and improved item box!

GLORIOUS!

Also, every few seconds, the item box will burst with particles, so that the player can get hinted every now and then where the box is.  It's gonna look something like this:

TANTALIZING!

Finally, I've decided to help the player out a bit in decoding the Baudot code.  So, if the player collects the item block in the level, they'll be treated to a translation of the level that they can read as they roam with the camera.

EXPOSITION!


These are still a little unpolished as of right now.  But I like how it's coming out, so I'm going to be pursuing it for the rest of the game.

Cheerio!

Saturday, June 1, 2013

Progress: 6/1/13

Did a little playtest session with a few friends.  Found a LOT of problems that I need to get to fixin'.  Plan to get on that as soon as possible.  I can't really continue moving forward until these issues get addressed.

Progress: 5/31/13

Did a little tinkering with a story animation.  I feel like it gets the message across a little better now.