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posts tagged with: gamedev

Dev Log: Rolling Around

Dev Log: Rolling Around
Some things are starting to take form in my current prototype. You may be able to see what is going on now more clearly:

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Some elements may be familiar with stuff I've posted over the past ... year? Ugh how does time keep moving so fast. Anyway, I have most of the basic battle stuff down now and I'll be working on some more menus and such for when a battle ends. There is a little bit of an "overworld" right now but it's just a big grid with some monsters to fight.

I'm going to hold back talking too much about it still and just keep working on stuff to hopefully show in animated gif form!

Dev Log: Fighting Monsters (Rectangles)

Dev Log: Fighting Monsters (Rectangles)
Working away at this weird RPG-ish prototype. Now I can walk around a grid map of some sort and fight an actual monster (red rectangle.)

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You can see maybe a little bit of what's going on with this interface for the battles more clearly now. This is an idea a little bit inspired by a bunch of board games that I've played over the years and I'm curious to see if this idea has any hope of working digitally.

Still got a lot of stuff to do before this is playable but I'm well on the way!

Dev Log: Prototyping Battles

Dev Log: Prototyping Battles
Still working on this prototype for some kind of RPGish battle game. I've been reworking some parts of the little UI framework I whipped up for it, and also changing some stuff around and probably breaking stuff in Otter as I come up with new ideas of what I need out of the engine.

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Right now it's super basic and I'm hoping to have a playable battle pretty soon. I've been making a lot of use of YAML for crafting the data for all the different pieces of the battle.

I'm pretty excited about the potential of this idea but I'm totally not sure if it's just going to be really dumb, so I guess that's why I'm taking the time to prototype it. I don't want to go into too many specifics of what it's going to be since I find that talking too much about my ideas kinda erodes my motivation sometimes, and also I don't know enough about what the idea is yet...

So I've been working on this prototype some, and the rest of my time is still being spent on the logistics of changing states and addresses which is for some reason a giant pain in the butt. If I ever make a boatload of money my first employee will be someone to just take care of life crap for me while I just work on games all the time.

Dev Log: GUI Stuff

Dev Log: GUI Stuff
I've been making some good progress on my latest prototype over the past few days. I got a quick GUI system working in the game but then quickly realized that my approach was pretty bad. After reading up on some articles written about making simple lightweight GUI stuff for video games I scrapped almost all the code and rewrote it.

My first approach was just having each GUI Entity operate independently and that worked for a bunch of simple cases such as a single drag and drop item, or a button that does something when it's pressed. However doing things beyond that, such as multiselect, and having different GUI elements pass info along to one another, requires a different approach.

The approach I settled on for now is something I've done briefly before with a quick prototype a few months ago. I'm now electing to use a single "controller" class as the base of the GUI system. The controller has a list of all the GUI elements it's in charge of, and almost all of the logic for the system is handled inside the controller.

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A controller has a list of child elements that it controls, and each element can also have even more child elements added to it. The controller is the only element that receives input from the game, and anything resulting from that input is passed along to the appropriate element on the list of children.

I still have a little ways to go on a few things. I want to be able to get modal elements working so that I can do things like message boxes that have to be cleared before continuing and interruptions when important things happen. There are still a few bugs to sort out with clicking through elements and dragging stuff around, but so far I feel like my progress has been pretty great and I might have something playable way sooner than I thought!

Now on Itch.IO

Now on Itch.IO
I think things are finally settling down in good ole Denver, Colorado. I probably should update the little paragraph about me on the right. I have my desktop PC all set up and going again with my ridiculous four monitor set up, so I got back to work by diving into itch.io.

You can now find almost all of my downloadable game titles available on kpulv.itch.io! A lot of the games there also have the option of tossing a few bucks my way in exchange for a zip file, but all of my free games are still available for free.

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Itch.io seems like a really great platform and I feel really inspired whenever I visit. It feels a lot of like an underground scene of video games which is a pretty stark contrast with booting up Steam. Nothing against games on Steam, but I don't really think the big games on the platform really do anything for me anymore... but that's a blog post for the future (if I feel like diving into my taste in games, oh boy.)

I'm getting back online and back to work on my contract work, as well as Super Sky Sisters and one or two of my other prototype ideas.

Dev Log: Sky Sisters Progression

Dev Log: Sky Sisters Progression
Okay so I'm taking a moment to step out of crazy box physics land to go back to polish some things up on Super Sky Sisters. It's been awhile since I've posted about it but it's that weird two player co-op game that I made at a game jam a billion years ago and decided to finish it which took way longer than I thought it would because I'm dumb.

I'm adding some kind of progression system onto it (which I refuse to call a metagame because it's not a metagame stop calling it a metagame already.) I want to make it clear that I'm being a total sell out because I hate progression systems in most games, but it seems like a lot of people want it and a lot of feedback I've received suggests it might be a good idea to add. So here it is.

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These are sort of like achievements in the game and represent different challenges. Some include clearing a certain game difficulty or defeating a boss enemy, or scoring a certain amount of points in a single session. These will be used to unlock the special abilities in the game, and the harder difficulty levels.

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This is probably just another elaborate way to procrastinate on finishing the player animations which I should've finished like 6 months ago but hey what are you gonna do! I should probably release this game soon ha haaaa.