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posts tagged with: gamedev

Dev Log: Power Up Effects

Dev Log: Power Up Effects
On today's super cool dev stream I spent a few hours making this entire effect for collecting power ups for the orb during Super Sky Sisters. Check it out!

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It was a pretty productive day and I think I actually sat and worked on the effect for more than three hours before I took a break, which is at least a first for the stream.

I am ... going to run out of stuff soon for Sky Sisters... and I think I will have to ... face the reality that I'm going to have to ... ship the game soon. I am feeling better about the game overall with the recent additions I've made, and I'm looking forward to having people check it out during GDC this year.

Dev Log: Upgrades!

Dev Log: Upgrades!
Been doing a lot of work on Sky Sisters again and trying to push it in the direction of making it feel like a real completely game. I've had a lot of help from twitch and adding a whole bunch of cool stuff.

As I was messing around with play testing stuff I realized that I could implement some sort of quick upgrade system as the players progress. So after a few hours I ended up with this:

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Basically every couple of rounds (undecided on the number right now) the players get an opportunity to grab some sort of upgrade that lasts for the rest of the session. This is in addition to the player special attacks, and the orb power ups. Basically just trying to think of ways to make each play session a little bit more interesting, and have a different twist each time.

Exploring Explosions Talk

Exploring Explosions Talk
Last night I spent an hour or so talking about explosions! It was an internet talk that I gave from the comfort of my room to the fine folks at Warp Zone in Louisville Kentucky.



All the materials from the talk can be found here if you want to follow along with the animations and video footage.

It was a lot of fun to put together the talk, and get to share my excitement over particle effects to other game developers!

Game Development Streaming

Game Development Streaming
Sorry for the all the dust around here lately! I've been caught up in a bunch of stuff this month, and I've started doing some cool game development streams on Twitch!

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You can follow me on Twitch right here! Right now my schedule is every Monday, Wednesday, and Thursday starting at noon pacific time. So far it's been a lot of fun and I've been streaming a lot of Super Sky Sisters stuff! With the help of the stream chat it's been pretty productive -- actually very surprisingly productive.

So I got a little bit swept up in getting my stream all put together so I forgot to write blog posts about my progress lately, but I'll be posting again this week with what's been going on with Sky Sisters. (You'll notice that I pivoted back to that from the dice rpg, but the dice RPG is still living on, I just am using streaming as a way to get back in the saddle of Sky Sisters so I can finally finish this dang game.)

Dev Log: Dice Bags

Dev Log: Dice Bags
Work continues on this dice RPG thing that has been in my brain for a long time. I've been working on a lot of stuff but neglecting to post about it, but here's a quick shot of some recent progress:

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At the end of the battle if any enemies dropped any new dice for you to grab you can choose to add them to your dice bag. So right now the game uses a generic dice inventory user interface that can be loaded with different sets of dice. The dice that the enemies drop are loaded on the left side, and the player's dice bag are loaded on the right. You can also bring up your dice inventory any time in the overworld screen, and I'll actually probably end up turning the dice inventory screen on the overworld into the main menu that shows all your stats and what not.

It's been a lot of fun working on this prototype and hopefully that continues for awhile. I figure once I hit a wall with this I can go back and finally finish Super Sky Sisters like I was supposed to a billion years ago.

Dev Log: Console Commands

Dev Log: Console Commands
This week has been pretty productive but I've neglected to keep up on my blog posts! I'm making pretty good progress and I've started trying out organizing my task list into week by week chunks. I'm trying to figure out the best way to keep my motivation up when I know I have a billion things to do, and I think just sorting tasks on a per week basis is a good start... maybe more on that some other time though!

For now this post is about using Otter's debug console to help run through battles in my current prototype.

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I have a bunch of commands for manipulating the stats of different actors during the battle, and also some debug commands for stuff like winning an entire battle (for testing all that end of battle result screen type stuff.)

Also as I worked on this I realized that not a lot of people know about the debug console in Otter, so hopefully my next post coming up will be an Otter example regarding the console.