@konjak delicious (Today)

@konjak no don't it was only joke ok (Today)

@konjak "wow iconoclasts was really good except that one sprite..." (Today)

@Livelyivy this citrus knows not the bounds of this feeble reality (Today)

RT @PCGamesN: "We prefer that a gamer pirates the game as opposed to paying G2A," says Action Henk dev. t.co/R2zbxdaAGZ t.c… (Today)

@rustym ah time to work on these animations... or rearrange all the furniture and deconstruct, clean, and reconstruct my entire workstation (Today)

@FRENDEN @TommyRefenes Yeah I don't know anything about Rayman other than that Rayman Legends game. (Today)

@kertgartner shiiiiiit I probably should watch the movie first (Today)

@FRENDEN Recent Rayman, Ori in the Blind Forest I think? For just bg, Rocket Knight Adventures and Sonic 3 have neato parallax backgrounds. (Today)

@JordanFehr the hit freeze mix ups (Today)

@Chounard awesome!! :D I think it has helped me with focus a lot (Today)

@theBanov read this as "armed with an actual moose" and I was like damn greg is really taking to this canadian thing (Today)

RT @ChevyRay: Ikenfell is an original school of magic RPG! Please back us on Kickstarter! RTs ahoy! t.co/9NgGzy9pjK t.co/qE… (Yesterday)

@ColinNorthway wat (Yesterday)

I recommend CHECKING THIS OUT!!111 t.co/YS5lwdmU54 (Yesterday)

@ChevyRay understandable. a quick look at the internet suggests friday morning may be best, and consider morning to be in eastern time. (Yesterday)

@ChevyRay (I have done 0 kickstarters) (Yesterday)

@ChevyRay I think it's important to consider what time and what day of the week the kickstarter will end ...maybe? (Yesterday)

@_carlbrand Gradient map is something like Photoshop's gradient map adjustment layer, palette map is a color grading LUT I believe. (Yesterday)

RT @MANvsGAME: Fantastic summary by @LevelCapGaming how gray market sites like G2A facilitate a fraudulent economy and hurt devs. t… (Yesterday)

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posts tagged with: dev log

2016 - 6 - 24 / 9:21 am / games

Dev Log: Demon Sisters Intro

Dev Log: Demon Sisters Intro

The time of procrastinating on this is OVER! This week I finally tackled one of my big remaining tasks for Super Sky Sisters: The intro sequence for the Demon Sister battle! (Mega spoilers, whoops, but hey, you're reading a dev blog so you get to know all the secrets.)

Here's the start of it:

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The rest of it I'm going to put behind the "read more" link since these gifs get pretty hefty. For whatever reason my motivation was way up this week! So I was able to knock this out pretty quickly (just two days of time, yeehaw!) I think I gained a lot of spirit from the demo I did last Saturday where people really enjoyed the game.

Anyway to check out the rest of it, hit that read more link already. read more

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2016 - 6 - 21 / 10:56 am / general

Dev Log: Demo Night

Dev Log: Demo Night

Whoops I've kinda neglected posting on my blog this month but I think it's because I've been so busy working on stuff! Which is a good thing. Maybe.

This past Saturday night I was invited to demo Super Sky Sisters at a Denver Comic Con "afterparty" type thing. It was a bunch of local Colorado game developers all showing off their stuff and it was fun on a bun.

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I set up Super Sky Sisters and this was the first time in awhile that I was having not game developers play it. A lot of my feedback comes from my other game developer friends playing it, and although I get good feedback from them, it's not really the same as having folks who play a lot of games give feedback.

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I feel like Super Sky Sisters is actually not that well received among my peers! This usually fills me with doubt as I don't see anyone get hooked on the game when I have other game developers try it out, and I usually feel like I am very careful to notice things like someone saying the game is good and fun and not wanting to play it anymore (which happens a lot.) These doubts were pretty much erased by the demo I had on Saturday though! The second group of people to play the game tried the hardest difficulty right away, and when they got destroyed they went right back in for round 2, and even a round 3. I went up and talked to them and they were SUPER EXCITED about the game and I feel like it was the first time in awhile that this has happened with Sky Sisters.

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So things went pretty well! There were a few more groups of players that played the game really well. I was actually pretty impressed with the level of skill I saw going on with the demo. A few teams even made it past the first boss which I've rarely seen in my play tests.

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2016 - 5 - 16 / 3:30 pm / general

Dev Log: Health Pick Ups

Dev Log: Health Pick Ups

Whoops I have been totally neglecting my blog this month. I've got a lot of posts to catch up on! I think when I stream a few times a week that actually gives me the same feeling as making a blog post, so I end up just totally forgetting to make a post about what I've been up to.

One of the things I'm playing with to make the demon sisters boss fight a little bit more fair is having the demon sisters drop health whenever they're knocked out by the players. Basically the demon sisters obey the same rules that the players do so they can be temporarily disabled by damaging them enough. Eventually they will revive though and continue their assault.

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Sometimes the best course of action in this fight is to try to knock one of them out before they unleash one of their crazier attacks. Right now this boss fight is incredibly tough but most of their attacks are a lot easier to deal with if one of them can't join in. I think I'm actually approaching the end of this boss fight and that just leaves a few things left on the list (until I add more stuff but I actually don't see that happening again for real this time.)

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2016 - 5 - 12 / 9:45 pm / general

Dev Log: Damage Numbers

Dev Log: Damage Numbers

This week I did a quick experiment with Super Sky Sisters. I didn't really think it would work out, but it I was proven wrong, I think! I ended up adding damage numbers to the game. Check it out!

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One problem in the game (and in any game I think) is letting the player know how effective their attacks are. In a game as fast as this one it can be pretty tough. There are a lot of objects that don't actually take damage from your bullets, but they still react. Some players end up continuously attacking things that don't take any damage, so hopefully this will help with that.

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Not only is it useful for communication with players, but it also looks super cool. Why do numbers flying off of things make everything better? I'm pretty sure it's some sort of fundamental rule of game design.

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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.)

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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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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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