@ChevyRay I think you're really dang good at it to achieve that pace. It takes me like forever and a million years for editor features ;_; (Today)

@infinite_ammo cancel all my meetings that i didn't have. looks like i have other plans for today. (Today)

@infinite_ammo hahahh fuck I dont remember that and I should be all caught up. I must have missed that... (Today)

RT @Draknek: The Stugan deadline is coming up soon and @bnhw and I want to work on a new project there, looking for a 3D artist: t.… (Today)

@infinite_ammo oh god he's slamming the baby in the toilet. it's only a matter of time before he turns his toilet seat into a subwoofer too. (Today)

@infinite_ammo my fav is my upstairs neighbor who slams his toilet seat down also now apparently has a screaming baby in his apartment?? (Today)

@ChevyRay ugggghhhhh I LOVE MAP VIEWS OF THINGS AHHH (Today)

@jwaaaap I don't think you need to be SUPER HARDCORE but you def need platforming skills and the map system can seem kinda brutal at first (Yesterday)

@ChevyRay hi here is my tutorial on regular expressions this is how to verify an email address s/g+.a-Z0-9[]{/gi-?@/f-[a-Z]0-9??/gmail.com (3 days ago)

@TommyRefenes the lengths you'll go to become a metal gear solid boss amaze me (3 days ago)

@shaneneville t.co/9H8F5KlgFA (4 days ago)

@shaneneville well that sounds rad as fuck jfc (4 days ago)

@shaneneville tell me more (tabletop / pen and paper rpg systems are super duper fascinating to me) (4 days ago)

@Fruckert depends on my pace. if I'm working super fast I'll just have a text file in my csproj folder. if I'm slower I'll use trello. (4 days ago)

@ADAMATOMIC I'm not far into this talk yet but do they discuss how most of the costumes make characters look entirely different and incompre (4 days ago)

I'm excited to make games today! *checks task list* Oh right I'm stuck on like 50 bugs I don't know how to solve. (4 days ago)

@ADAMATOMIC just now realizing that I need a giant motivational poster of nasir over my desk at all times (5 days ago)

@obskyr YEAH I was bummed that the Hollow Knight soundtrack turned a bunch of the loops into short songs or arrangements :I (5 days ago)

I humbly request for video game soundtracks to feature more than one loop on the tracks that normally loop in the game~ (ESPECIALLY BOSS TRA (5 days ago)

RT @bitmOO: Hi, I make playful art! :) If you like my work please consider supporting me: 🐮 t.co/dFSRVxbXzf ☕️ t.co/F2hPwao… (5 days ago)

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posts dated from: september 2016

2016 - 9 - 30 / 2:50 pm / general

Dev Log: Upgrade Queued

Dev Log: Upgrade Queued

One of the main pieces of feedback I recieved about Sky Sisters was something like "it would be nice if the players had a proactive goal instead of just reactive goals." Meaning that instead of just dodging things all the time it would be cool if the players could work toward some goal.

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Right now the idea is to have some sort of outline of a shape in the arena. The players can use the orb to trace that shape. Whenever a lap is completed the shape will change into something more complicated. Right now I have this tied to getting upgrades, which I'm still a little unsure of. The first time you complete a lap you unlock an upgrade. The second upgrade requires two laps, and every upgrade after that requires three laps. I have yet to try this out with two players though. I kind of like the upgrades always coming every 3 or so events, but it also seems like the most worthwhile reward that this shape tracing thing can give you.

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This might have to go through a lot of refinement as right now even I find it tough to find time to complete laps around this thing during all the madness of the gameplay. Having a proactive goal though also introduces the problem of cheesing certain events so I have to come up with ways to address that as well. Basically I don't want the optimal strategy to be to leave events running as long as possible to get more upgrades. We'll see how this turns out through play testing, and this might have to be something I possibly address or change after the first release of the game.

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2016 - 9 - 30 / 11:22 am / doodle

Doodle Post

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2016 - 9 - 29 / 7:13 pm / general

Dev Log: Enemy Shields

Dev Log: Enemy Shields

I keep mentioning ways to keep both players involved in the gameplay of Super Sky Sisters in my recent posts. Here's yet another way I've tried to address this issue!

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I've introduced the ability for enemies to spawn with shields that can be either red or blue. These shields operate in the same way that the Orb shield does just placed on enemies instead of the Orb. It's a pretty straight forward challenge: red shields can be destroyed by player 1 and blue shields by player 2. This means that situations will develop in the game where you are forced to switch who is doing the shooting at times.

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Another scenario that can arise as the game goes on is stacked enemy shields. Enemies can have more than one shield on them! So this makes switching who is doing the shooting even more important as now players will have to trade off multiple times in order to take down a single enemy.

So far I'm pretty happy how this change has effected the game, but I've yet to see it in an actual two player situation. I'm looking forward to my next play test opportunity as there's now a load of new things to test!

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2016 - 9 - 27 / 9:49 pm / doodle

Doodle Post

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2016 - 9 - 26 / 10:32 pm / general

Dev Log: Bullet Reflectors

Dev Log: Bullet Reflectors

One of the quick ideas I dropped into Super Sky Sisters after PAX was two big ole glass looking reflector orbs in the arena.

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I'm still trying to solve the issue of one player being "left out" of certain events in the game. Boss fights are the worst offenders of this still, but I think this is going to help fix that issue a little bit. Again my ideal scenario is that players make the conscious effort to switch out who is attacking, but usually that ends up not happening. With these reflector things on the edge of the arena the players can then try to line up with the boss in a way that lets both players attack at the same time. I'm excited to see if this actually makes any difference in my next play test.

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2016 - 9 - 26 / 10:06 pm / doodle

Doodle Post

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About

Hi! My name's Kyle, and I make video games most of the time in Denver, Colorado. Here you will find my thoughts, games, websites, doodles, and other stuff like that. I worked on Snapshot, Offspring Fling, and a whole bunch of other games. I also created and maintain Otter, a 2d game making framework. If you want to get a hold of me use the form on the bottom of the page, leave a comment, or just tweet at me. I try to post three times a week. Thanks for stoppin' by! You're the coolest.

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