Hello everyone! Welcome to possibly the last installment for this Juicy Development series. Yes, I know, you've heard this before, not once, but twice... But I assure you, from this point on wards, you wont hear from me from now until the launch of the game. Yes, I know, sad times. BUT, do not fret! I will be posting here every now and then about any news or events happening with JSA, so make sure to keep an eye out for that. Anyway, enough blubbering, time for some developer talk! Onwards! This week, I've started plugging in the sounds for the new features and systems, making sure they don't seem strange or out of place. The main sound effects I had been working on was for the player progression screen (the one with the chest shaking). This took a little longer then expected since I needed to find the right SFX for the chest thudding, and the chest opening. I ended up music bashing some sounds together such as glass breaking and some chimes, but I got there in the end. I also needed to find a SFX which wasn't too annoying for the 'exp bar increase'. Some sounds were too high pitched, and was just deafening to listen to. But, I managed to find an effect which worked well. Anyway, here is a snippet of the SFX I used for the Chest effect. Enjoy? So that is pretty much it in terms of what I wanted to do for these last few weeks. Besides a few small tweaks, and Facebook implementation, I think that about wraps it up! I hope you've enjoyed the Juicy Development Blog, even with the poor grammatical errors and strange punctuation. Thank you for joining me on this awesome and exciting journey of Game Development. You may not hear from this blog again until after the release (which should be around April sometime, so keep an eye out for that!). Oh, and if you want to hear more for the development side, find out info, or just to support a solo indie dev, then make sure to like Juicy Beetle Games on Facebook, Twitter and Instagram. Until then, Thanks for reading!
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Hello everyone, and welcome to this weeks Juicy Dev Blog! So, you're probably wondering why there is no 'Week 38 - Developer Blog' right? Well, I did originally have one that I was going to post, but, I was afraid that it wouldn't have been enough content to be deemed a "Blog" since last week was just A LOT of fiddling around with the Trap Algorithms, and wasn't really ready at the time. However, what I lacked for last week, I will make up this week. And what an exciting week this one will be! It's jam-packed full of awesome new content, power-ups, and more! Anyway, enough babbling, lets get this show on the road! So, last week I had been working hard on refining the trap algorithm, which ended up being scrapped and created again. I decided to invest more time into the design of it, and articulate tension points throughout game-play. What I mean by that was really think about how to intensify the game during certain points, and then alleviate that tension over specific intervals. Yes, this did take a lot of work to refine, and at this point, I'm basically numbed from it. But hopefully this will be present when playing the game. I also added a few more power-ups for the player to collect. The first power-up is a 'destroy-all traps' power-up, which felt necessary to add since eventually the traps get overwhelming when left unchecked. Another power-up which has a massive part to play, especially with the 'tension' points, is the 'Mystery Event' power-up. This power-up destroys all traps in the arena, and begins a new event which is randomized. Each event is vastly different, and functions in a way which keeps the player on their toes. By the end of the event, the player is rewarded with a number of power-ups for them to collect before going back to normal. This is to give the game 'variance'... So, I'm just going to go off in a tangent for a second, but after watching a TON of videos about adding randomization efficiently, I stumbled upon a GDC talk about 'rules of the game' which was basically a number of game designers talking about certain rules they followed when designing games (which I would highly recommend checking out!). Anyway, One speaker, who was the lead designer behind 'Jetpack Joyride' and 'Fruit Ninja' (Luke Muscat) spoke about 'variance' and how important it was in games similar to this. It blew my mind realizing I had miss this crucial design goal. So after watching that, I made sure to add as much variance as I could with these power-ups and traps. Hopefully it implicitly visible, but we shall see. Anyway, below is a short video showcasing the 'Mystery Event' power-up. Enjoy! And here is a short video of the 'Nuke' power-up. This power-up was actually really fun to make, and was super satisfying when picked up. After the traps are destroyed, a pile of coins are spawned in the locations where the traps were. Super fun! What's that? We aren't done yet!??! You bet we aren't! I had also finalized all of the 'skills' functionality which was such a relief to finish up! One of the skills I had to re-do, since it allowed the player to be immune by electricity, and since one of the 'trap Events' was to avoid electricity, it basically became OP. So, I had to remove it... sad face. Anyway, a new one has taken it's place, and I tell you, it's awesome! I've also re-designed the 'Pause' banner slightly to show the player their levels as well as what skills they currently have assigned. On top of all that, I had also added a few more minor tweaks to the Inventory section, and cleaned up some overall bugs. Phew, that's a-loda content. Hopefully I have made up for last week :). I'm really happy on the progress I have made with this, and I'm hoping to re-release this through open beta in the next few weeks. I'm planning to launch the game around Easter sometime. At least that will give me enough time to flesh out any other bugs, and market the shit out of the game. For next week, I'm hoping to have the rest of the sound effects working correctly, and then, test this on other devices. Until next time! Thanks for reading! Howdy everyone! Welcome to another Juicy Developer Blog! This week I've managed to complete all of the 'Inventory' scene, and have cleaned up a few bugs with the levelling page. I have been hard at work trying to sort out a more polished version of the controls, but they are being stubborn. So, hopefully, I'll be able to show these controls off next week. Also, I know I mentioned that I would also show off the new and improved trap system... Well, unfortunately, again, due to these stubborn controls, this has put a slight delay on this, so unfortunately, I wont be showcasing any new trap mechanics this week... BUT DON'T FRET! I do have some nice, juicy stuff to still show you all which I am very excited about. Introducing to you all, the CHARACTERS! Now with a shiny new display! I'm really happy with the outcome of these characters. Not only does this bring them to life, but it also gives the game more volume and polish, and hopefully it will make the player feel somewhat of a connection with the characters they choose. Implementing these characters was a load of fun as well. Now, I'm not a sponsor for Esoteric or anything, but their Spine2D program is AMAZING! Now, my background is more in line with 3D animation, but allowing me to animate 2D characters using a 3D system really helps me with my creative prowess. If you haven't had a look at Spine2D, I would encourage you to check this out, especially if you are planning on doing 2D animations. Anyway, animating and creating these characters was really fun to do, and I'm looking forward to making more of these guys later down the track. Another thing I had worked on was refining the Inventory scene. I ended up adding the displays on the side, showing what the player has chosen for their characters as well as their levels. I also added a little info bubble when the player presses over the top of their current skills so that way they know exactly what that skill does. I also added a slight fade effect to the skills so that it isn't too hard to read for when the player chooses their skills. Hopefully with all these effects, it makes the game feel more refined, and more polished. So, that's basically it in terms of this weeks shenanigans. Next week I'm "hoping" to have these trap mechanics sorted, as well as the controls scheme refined. Let's see if these controls will break to my will! Until next week, Thanks for reading! |
AuthorLindsay is a solo game developer, designing and creating games that he hopes all will enjoy. Archives
February 2020
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