@Sosowski yeah please dont blow yourself up touching stuff inside one of those x_x (Today)

@fell_martins @theBanov even with the sticker rules PAX has been my favorite thing to exhibit at~ (Today)

@theBanov few years back we were heavily advised against stickers. if they find them on walls, and can be traced back to you, you pay for it (Today)

@Lumin0via it ok dont be cry (Yesterday)

RT @ChevyRay: Last 4 hours to back my game about a magic school gone awry! t.co/9NgGzy9pjK t.co/06UBiPjEni (2 days ago)

@TommyRefenes I'M ON MY WAY (3 days ago)

@dicey for real what does those trees sound like if they was a waveform (4 days ago)

RT @ChevyRay: Only 52 hours left to back my adorable witch-school RPG on Kickstarter! t.co/hDn3USWAGQ t.co/fh645TFbOV (4 days ago)

@1bitgrit Nope but I am googling it now! (4 days ago)

@konjak shell shock (5 days ago)

@thegamedesigner hahah I wiiish (5 days ago)

@thegamedesigner self-care sounds good but tough in murica (5 days ago)

@MANvsGAME oh thanks :3 (5 days ago)

Want to make games but my brain has been a dumpster fire of depression panic and anxiety lately x_x (5 days ago)

RT @ChevyRay: There are just 3 more days to back Ikenfell! Help me make this game! t.co/WbEYu92AHd (5 days ago)

in bed: "i have so many ideas for my game today is going to be AMAZING LETS DO THIS!!1" at computer: "i have no idea what i'm doing" (5 days ago)

@AsherVo love each otter t.co/KEB7sL4m30 (6 days ago)

@TommyRefenes hmm sounds like you want pokemon go to be some sort of actual game (6 days ago)

@PatrickHyatt I guuesssss~ (7 days ago)

so jelly of teams of awesome people that seem to work so dang well together ahhh ;_; (7 days ago)

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posts tagged with: gamedev

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!

1 Comment

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!

No Comments

2016 - 6 - 29 / 8:41 pm / general

Dev Log: Sky Sister Portals

Dev Log: Sky Sister Portals

As I gather more feedback and suggestions my task list for Sky Sisters unfortunately is exploding with tasks and bug fixes! I'm having a lot of fun working on the game but by now I'm getting itchy to finish it. Remember when like, last year, I was going to finish it and put it out there? Well, so much for that.

One of the pieces of feedback that has been lingering for awhile is addressing what happens after a boss fight. The original idea was that after a boss fight far enough into the game an exit portal would open up and you'd have the option to take it and end the game. By doing this you double your score and officially "survive" the game. If you waited long enough then the exit portal would disappear and your next chance to take one would be after the next boss fight.

The whole "waiting around until the exit portal disappears" wasn't really working out that well. It was tough for players to understand it, and a lot of times they would accidentally miss their chance to take the portal because they didn't know how to use it right away. So now I've taken out the single exit portal and I've replaced it with two portals.

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The portal with the skull on it takes you further into the game and you will face tougher challenges and more bosses, and the portal with the heart is the path to salvation. I've also made some overall changes to the game's timer system that lets the players wait as long as they want to make their choice. The game now only counts "survival time" which means the game timer only ticks when you're facing a threat. Otherwise it will wait around for you to move on.

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I've also made a change to the way that the sky backgrounds work. Before it would slowly fade through a number of color palettes, but now I change the palette of the sky after taking the skull portal. The sudden change in the sky color after taking a portal feels like some form of progress, I think. There is some demand for more background art, but we'll see if I can get that far.

No Comments

2016 - 6 - 25 / 11:33 am / general

Dev Log: Tougher Foes

Dev Log: Tougher Foes

Part of adding more stuff to Sky Sisters was the addition of yet another difficulty level beyond "Impossible." It sounds crazy, but I do want to make sure that people that put a lot of time in the game have a lot to get out of it. This new difficulty mode doesn't have any effect on unlockables or achievements in the game, and is really there just for an insanely tough challenge.

I wanted to make this mode unique somehow so I spent some time making "elite" versions of all the enemies in the game.

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These enemies have more aggressive attack patterns and will ruin your day a lot faster if they're not dealt with immediately. You can actually run into these enemies in a normal playthrough as well but not until you've made it far into the game. The game does allow you to keep going as long as you can survive, so eventually you face harder versions of the bosses, and now you can face harder versions of the regular enemies.

No Comments

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.

No Comments

2016 - 5 - 18 / 10:19 pm / general

To SFML or not to SFML

To SFML or not to SFML

That is the question on my mind these days...

I think things would be smoother if I were just running the main C++ version of SFML, but unfortunately I am just way more comfortable in C# which means only having access to SFML.Net.

Don't get me wrong, SFML.Net is pretty great, but I think more and more I'm feeling like I should jump off to something else. I like SFML's API, and I think it does a lot of things in ways that make sense to me, but the support from the game development community just isn't there.

I know I am probably experiencing the old grass is greener feeling, but right now it feels very tempting to start to build Otter to run with something else underneath it. If I were to switch to anything I think right now my best option would be XNA/Monogame.

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This is just a quick little test, but it is running in XNA with something much like Otter. Monogame seems to have the biggest support lately when it comes to portability which is pretty appealing. Right now I can barely get the latest version of SFML.Net to cooperate and that's after having someone else send me a compiled version of the library because for the life of me I just cannot get SFML.Net to build.

Just rambling a little bit here. I did manage to get SFML.Net 2.3 working with Otter... but with an unfortunate downside with texture smoothing that for some reason doesn't exist with 2.2. Texture smoothing for whatever reason now has a weird effect on the edges of textures, and when I try to use those textures in shaders I get weird results when sampling pixels around the edges.

Just feeling pretty frustrated I guess! I'm going to go down the XNA rabbit hole a little bit inbetween finishing up Sky Sisters... maybe it's possible to get an XNA build of the game rolling but who knows!

1 Comment

about

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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