@unseven the prophecy... (Today)

@Teknopants @NoelFB YES (but yeah some folks thought parts of Offspring Fling were too tough for how cute it looked) (Today)

RPGs on Twitch: everyone rolls 20 all the time destroying everything at home: party barely survives simple tasks cause we cant roll above 7 (Today)

@floatvoid i think you can only get those in canada (Today)

@SteveSwink ñ too stroñg (Today)

@ADAMATOMIC is this why his damn update is 5.1 gigs (Today)

@CleverCrumbish whoooaaaaaaaaa (Today)

@midio PUPCAKES?! *dies* (Today)

Is there really no visual studio plug in that lets you generate big ascii art text to use in comment blocks? >:I (Today)

@SteveSwink rip in peacerino here lies steverino of the jalapeñerino (Yesterday)

I have roughly a billion tabs open. I'm either doing web development or preparing to GM a pathfinder session this weekend. (Yesterday)

@keystonelemur hmm yeah I was hoping to find a site that has themes sorted by popularity or rating. looks like I have a lotta digging to do (Yesterday)

Hey does anyone have any cool color themes for this? t.co/RqqvvrdNTj (Otherwise I am spending the next 8 hours making one) (Yesterday)

@theBanov kept reading this as "audio bosses" and I was like whoa sounds pretty sick (Yesterday)

@eigenbom @castpixel @Scirra not sure if this kind of flexibility and/or control over the update method is possible in construct though :I (Yesterday)

@castpixel Yeah fixed frame rate is da best!~ (I am the only person left on the planet that believes this) (Yesterday)

@MattThorson @NoelFB t.co/g1lDPKdehC (2 days ago)

@MattThorson @NoelFB can we still do my twitch chat integration or is that over budget (2 days ago)

@ADAMATOMIC bumber of the century (2 days ago)

@infinite_ammo please mail us a fax machine and then fax us a series of 0s and 1s we can type into our terminals (2 days ago)

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posts tagged with: dev log

2016 - 4 - 28 / 6:22 pm / general

Dev Log: Boss Attacks

Dev Log: Boss Attacks

Been working away at prototyping some attacks for the big demon sisters fight in Sky Sisters. Check it out!

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This week I made some good progress on a lot of their attacks. Their main style of attacking is with these "void bullets." The bullets can shrink and grow and almost all of their attacks utilize this in some way. They also can shoot normal bullets just like the players, and even have access to one or two special attacks that the players also have.

I do believe this is the final part of the game before it is ... done! (Except music, whoops.)

1 Comment

2016 - 4 - 27 / 10:57 am / general

Dev Log: Star Pads

Dev Log: Star Pads

One of the issues I'm trying to solve in Super Sky Sisters right now is keeping both players engaged. After some playtesting and feedback some players end up in scenarios where one player becomes the "dominant" player and the other just follows that player's lead. This can be somewhat effective for playing the game, but the non-dominant player ends up just kinda tailing along and isn't really having that great of a time.

One of the things I'm playing around with is the idea of having these "star pad" type things that appear on the map every 30 seconds. When one angel is in the star pad, the other angel will get a big boost of power. This has two effects that I'm hoping will shine through.

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The first one is that in the situation where one player can't get a good shot on an enemy or a boss, that player can now try to position themselves on a star pad to give the other player a big boost in weapon power. I'm hoping this will give the non-shooting player an option to not feel like they're doing nothing.

The second is that it gives the players another reason to move and to end up in positions they wouldn't otherwise approach. I believe the game plays really well when the players are actually going for points, but a lot of players wont do that their first few times playing. Most players are just interested in survival for the first few times they play.

Probably more thoughts and changes regarding this soon!

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2016 - 4 - 19 / 11:20 am / general

Dev Log: Shield Effects

Dev Log: Shield Effects

Chipping away at some of the new work I've created for myself with Super Sky Sisters. So far it's been going pretty well! I'm trying to get the new boss's look and feel to a certain level of quality before pushing into the actual fight too much. Here's some of the effects for their shield!

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And regaining the shield

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The basic idea is that you'll have to use both sisters to take down their shield and then you can go crazy on their orb. After dealing a set amount of damage their shield will turn back on and the fight will most likely be separated into different phases based on how many times their shield was brought down.

5 Comments

2016 - 4 - 7 / 7:04 pm / general

Dev Log: Runes n More

Dev Log: Runes n More

Warning! This is now mega spoilers for Super Sky Sisters if you ever want to play it without knowing the most secret of secrets.

The latest developments on Sky Sisters have been working on the super secrets that will be in the game! The basic idea of it is that the players can activate these secret rune things that trigger based on different game play events. The events are things like taking no damage for a certain amount of time, beating all the bosses, getting all the power ups, and all that kinda stuff. Whenever one of these events is triggered a game event appears that is unlocking one of the runes.

This is all still pretty work in progress stuff!

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When the players complete the unlock sequence they add the rune to their collection.

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What happens when they get all of them?! Well it's going to be a big secret boss fight. I'll be working on that next week, and then cleaning up all the effects and art for all of this nonsense... and then I think the game will actually be content complete except for audio. Yeah!

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2016 - 3 - 30 / 3:19 pm / general

Dev Log: Art Stylin'

Dev Log: Art Stylin'

While being sick I've done about 0 programming work. There's a lot of programming work to be done on Sky Sisters, so I tried to do some quick art tests for my dice game instead.

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I'm playing around with the idea of super high res pixel art inspired by Jesse Turner on Viking Squad. The style seems incredibly powerful for a high resolution game with art done by just one person.

One of the things I've learned while working on Sky Sisters is that I really miss the flexibility of pixel art in regards to manipulating it after it's already on the canvas. Changing the color of high res art requires a lot of preparation and layers, while with pixel art the paint bucket tool can do the job. Having this flexibility with high resolution assets seems really promising!

Right now I'm working at double size and scaling it down for the actual in game asset. I usually do this for any of my high resolution assets, but in this case it gets me a little bit of anti-aliasing for the final in game asset. I might actually increase it more and try something like quadruple resolution for the source, but I don't know if I actually have to get that crazy.

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2016 - 3 - 28 / 5:40 pm / general

Dev Log: Super Sky Sisters Secrets

Dev Log: Super Sky Sisters Secrets

This post probably contains spoilers of Super Sky Sisters...! But if you're following my updates or my dev stream then you probably know everything already by now anyway.

Last week on the dev stream a discussion started of having a boss fight that is made up of multiple, individual pieces. As the game plays right now there are three bosses that are all big creatures made up of multiple parts. The idea proposed was a boss where the parts are separate and can move and attack on their own.

This started to mix with an idea I heard while at GDC which was some sort of 4 player versus mode where there are two teams of two. Each team has an orb and has to take down the other team's orb. Eventually this boss idea ended up on a boss battle with some sort of rival characters for the angels.

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So now there's sort of this secret boss fight with two demon sisters and an orb of their own. This idea right now to me feels like the thing that has been missing in Super Sky Sisters. I think once I get this boss fight working, and I tie it into the game, the game will finally feel "whole" to me. Also it gave me some ideas for a basic story of the game as well, which I now think I'm going to approach with some simple illustration cut scenes with some brief text.

Now I think this is the official last thing I'm going to be adding to the game. I've pushed the game pretty far in the past two months and I'm pretty happy with my progress. I think this final secret mission type thing is what the game needs to feel complete. Thanks to everyone in the twitch chat for the brainstorming help!

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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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