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posts filed under: general

Dev Log: Menu Arts

Dev Log: Menu Arts
I've been putting off this task for awhile but I finally got around to adding some menu art to the main menu of Super Sky Sisters!

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A lot of art tasks remain actually as I usually put off this stuff until the very end. I still have to do some animations for the players and enemies and I'm not really looking forward to that since I struggle a lot with animation.

Dev Log: Graphs

Dev Log: Graphs
Almost done with this game now except for a bunch of polish work that I made for myself. One of the things I'm doing for the results screen is a cool graph for various things in the game.

I started out with just graphing the score and the orb's health:

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Then I added the player's health as well:

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And now the final version has those plus markers for when events started:

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You can even zoom in and scroll around the graph to see the more interesting points as you walk down memory lane remembering the times where you got ambushed by a bunch of eyeballs shooting purple lasers at you.

Getting closer to done! But... I still need to put audio in the game at some point.

Dev Log: Boss Stuff

Dev Log: Boss Stuff
Alright so it's been more than a week since I posted last on here due to a combination of many reasons. Around this time last week I got pretty sick and I think it was some kind of food poisoning thing, and I felt the effects of that for a couple of days. Also for a few days I just felt pretty out of it and I still feel like I can't draw anything lately so doodle posts have decreased rapidly. I also got caught up in organizing all my financial stuff from 2014 and that took a little while and I'm not exactly going to dev blog about that...

So I'm back in the saddle for now working on the third boss for Super Sky Sisters. This is actually the first boss you face in the game now since it feels like the easiest to fight against (at least to me!)

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The snake boss guy just cruises around the sky while casually trying to kill you. This boss at first doesn't directly aim at the players, so it's a little bit easier to dodge at first, however once the eyes open then you have to watch out as at that point it's actively trying to kill the orb.

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Of course there's also a crazy explosion for when this boss dies that can be viewed here. The animated gif for this was 22 megabytes soooo viewing it as a webm on imgur is a better bet than embedding it into this post.

Dev Log: Stats Stuff

Dev Log: Stats Stuff
Why does it feel like making menus and interface stuff for a game takes three times the amount of work to actually make the game itself? I'm trying to churn through these menus and stuff as fast as I can, and I got some ideas for how to even make more work for myself... but for now here's the stats screen for Sky Sisters.

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Pretty simple compared to what I originally wanted, but I realized that not every single little thing needs to be tracked. For example there was a lot more stats per enemy, but then as I played the game I realized that you're only interacting with enemies only a small portion of the time, so I reduced it down to just how many times each player has killed an enemy.

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Some stats can be displayed for each player by holding down tab or a shoulder button on the controllers while on the stats screen. This may not actually matter, but I thought it would be a neat thing to have (and that's how things pile up on my to do list under neat things to have and I spend all my time trying to get all of them in.)

Okay only two more menu screens to go, one of them is pretty straight forward and the other is complicated as hell so we'll see where I end up with that next week!

Dev Log: Hud Options

Dev Log: Hud Options
I'm almost done with all of these menus for Super Sky Sisters! One thing I wanted to add was a bare minimal hud for players that wanted to see as much of the sky as possible. I've also made some changes to the main hud that make it a little bit smaller and less intrusive, but we'll see if that's enough. I figure adding the minimal hud is a good option for people that don't like the normal one.

This is the normal hud right now:

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And you have the option to change it in the options menu:

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When you have the minimal hud mode activated you get a hud that looks like this:

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I'll probably still make some changes to this but for now I'm happy with it. I also added a simple pause screen finally to the main game play because I noticed that I had to actually close the game and reopen it if I wanted to back out of the gameplay scene, whoops.

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I'm giving myself one more month maximum to work on this and then all I have to do is figure out what to do with it... (I have no idea right now.)

Dev Log: Editing Controls

Dev Log: Editing Controls
Everyone wants to be able to customize their keyboard controls in games, and I think I figured out a pretty straight forward way to do just that in my menu system for Super Sky Sisters.

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You can configure each player's keyboard controls to make the set up that best works for you. On keyboards with a numpad it's definitely a good option to have one player set up on the numpad, but on laptop keyboards this isn't the case.

Right now you can't edit the game controller controls because I think I want to make those locked in at least for right now.

The to do list grows shorter! But I still need audio for this game, whoops!