@TodesBrot420 cool, I'll check it out (Today)

@ADAMATOMIC gdc all-access now $64,000 (Today)

@ADAMATOMIC yeah it was "I dunno how to fix it *speed walks away*" hahah (Today)

@ADAMATOMIC oh yeah and steve set off the fire alarm! (Today)

@blindmessiah777 right seems like tri/vert would be way better for performance vs. a billion sprite batch draws (Today)

@celsiusgs t.co/kOgiELFLPG (Yesterday)

@BradyInstead at least in FNA it is. you can render vertices with texture and color, so having them all in a big vertex array mite b cool? (Yesterday)

@antumbral @flibitijibibo whoa dang thanks! lot to gander at here :O (Yesterday)

@konjak oh feel better ;_; <3 (Yesterday)

@BretHudson oh jeez is it already time for another one of those oh god (Yesterday)

@SaltyPepperG yeah like that feeling where you're struggling to figure out any exam questions and then someone is already turning theirs in (Yesterday)

@SaltyPepperG dang dude i'll email you exodia (Yesterday)

@SaltyPepperG JEEZ (Yesterday)

Do any XNA/FNA folks out there use triangles/vertices for rendering tiles or does everyone just spritebatch each tile on render? :o (Yesterday)

@laurclinn :3 (Yesterday)

@larsiusprime "i'm currently meeting the minimum requirement for existence, and you?" (Yesterday)

@larsiusprime hahah oh man I noticed that I never respond to "how are you" with "good." I always say "not bad" at best -_- (Yesterday)

@Mattendo21 merry christmas to me (Yesterday)

RT @EventheOcean: Even the Ocean is out NOW!! t.co/7Ez89tEpCX (Yesterday)

@Mattendo21 GIVE ME THE CODE TO ALWAYS HAVE TANOOKI SUIT (Yesterday)

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posts tagged with: gamedev

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.

No Comments

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!

No Comments

2016 - 8 - 9 / 11:04 am / general

Dev Log: Demon Animations

Dev Log: Demon Animations

Things are progressing! I've just been forgetting to document it on my blogosphere. I have some catching up to do!

Last week I finally tackled the animations for the demon sisters.

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Luckily I made a base template for all the sky sister animations, so this process ended up being a lot less painful than I thought it would be. All together it only took me a solid day of work to get together all the animations for the demons, and the demons actually have less frames than the angels so that made it all the more easier.

The task list continues to shrink!

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2016 - 7 - 28 / 7:23 pm / general

Dev Log: Secret Power Ups

Dev Log: Secret Power Ups

I finally got back to my development stream after what feels like a super long hiatus. Today I worked on some effects for one the end of Super Sky Sisters.

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After defeating the demon sisters the players will receive the ultimate orb power up that basically transforms them into gods. The next step is work on the ending sequence that happens when you've activated this power up, and this will be the second of the two endings in the game.

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2016 - 7 - 20 / 9:07 am / general

Travel Pillow Mock Up

Travel Pillow Mock Up

As I work on finishing up Sky Sisters I'm dreaming of what games I want to work on next. The first game that I've talked about here is my dice based RPG type game, but another one is a new platformer exploration kind of game.

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See the full version here.

After Sky Sisters is done I'm going to work on two projects at the same time if I can manage it. The main reason I want to do this is because I want to have some sort of platformer game spun up along side my weird dice RPG game. The dice RPG game is a cool idea, I think, but the design of it is largely a mystery. There's a lot of unanswered questions, and a lot of issues that need to be solved. I'm guessing this is going to be a little bit frustrating, so I want to also have a project that seems more straightforward. Usually when I'm making a platformer there's way less "mystery" in the design. Having something more grounded to work on when I'm not feeling the tougher design seems like a good idea, but only time will tell!

3 Comments

2016 - 7 - 16 / 10:33 am / general

Dev Log: Background Stuff

Dev Log: Background Stuff

Going to be honest and say July has been kind of a crap month for game development. I think it's been a good month overall so far, but it's been full of crazy distractions. I'm on another break this weekend as I hang out with a bunch of people watching EVO, so I'm still not surrounded by a lot of time to work on stuff... and there's another slight distraction known as Pokemon Go which I've given into since it motivates me to walk around the city a lot more.

Anyhow here's some new stuff for Super Sky Sisters. I'm working on new backgrounds to change things up as players progress through the game.

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Hopefully I can get back on track pretty soon after EVO wraps up, and then I have a pretty long stretch of undisturbed time until PAX!

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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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