Showing posts with label Game Development. Show all posts
Showing posts with label Game Development. Show all posts

Tuesday, 10 November 2015

Game Development Blog: Updates... and Fallout 4

We all have our passions, and as a solo game developer you can safely assume one of mine is games.

There have been a few set backs in the last few weeks but things are coming along. Moving country, moving house again, and many catch ups to be had, development has been a little patchy...

With that said, it's getting a lot closer to the finished product now and there have been a lot of behind the scenes tweaks to allow for some gameplay tweaks. What was originally a run and jump only game now has an 'attack', and much thought had to go into making it feel right to me, and genuinely adding to the experience of the game... It's still being tested, and I'm still unsure if I will leave it in.

Another set of back and foreground assets heading into the game. Varying up the game world.
Otherwise the game ALMOST saves and loads, achievements are coming along, and character development is fleshed out. Also, many more assets put in the game, including ENEMIES!

Now, after several years of waiting Fallout 4 is finally here. So I'm probably not going to be very productive, or even leave my room for the next few days... To every other Fallout 4 fan, enjoy the game! I'll see you all on the other side...

Back in... TBA

Friday, 30 October 2015

Game Development - Saving, Loading, and New Mechanics!


It's been a while since my last update outside of the occasional screenshot on twitter, it's not that I haven't been working on the game, just that the game still LOOKS pretty much the same as it did previously.

Now that the majority of the game mechanics are coded and in the game, it's been a busy few weeks creating new assets, editing the old ones, and working out the final game mechanics.

The game has progressed a long way from the original silhouette-only look. Most background scenes now have spots of colour and light, and almost 100 new scenes about to go into the game, which will more than quadruple the variety of background scenes!

Some of the new and edited scenes about to go into the game.
Other than that, there's now a working UI, and a few performance tweaks. A save and load system is in progress, along with a character progression system! Busy, busy times indeed.

It turns out, after getting a working game... There is still waaaaaay more work to do.

Stay tuned!


Thursday, 8 October 2015

Game Development Blog: Art, art, and more art.


After many hours spent experimenting with various styles, THIS will be the final look for the game.

You can't see so well in the GIF above (GIF can't quite distinguish between the shades used), but there are now 8 parallax layers (and climbing) in total, all of the procedurally generated, and I'm really happy with the look.

This is the first time I've shown the game with platforms and foreground layers.

The trickiest part for me was figuring out an efficient way to generate this many layers of parallax backgrounds procedurally, without taking up too much memory, as it is intended to eventually be played on mobile devices.

Also, have recently introduced some new gameplay mechanics which I really like, few code tweaks required but I think it will be worth it in the end. Very soon going to need a name. Characters is currently being animated, always lots to do!

Saturday, 26 September 2015

Dev Blog - We Have A Game!

After many-a-tweak a full, working game has emerged.

One of the most rewarding parts of the development process when you start a new project is when (at least some) of the initial ideas come together and you can play what you've made.

The game now has a decent character controller (character is still in progress) and working, optimised scripts that handle the scrolling parallax background and platform spawns; so the beginnings of a platformer is born!

Further work has been going into the visual style, adding a few spots of colour and highlights to the background to make things a little prettier, while not detracting from the overall silhouette look of the game, pretty happy with the way it's turning out and the feedback has been great:


The look is intentionally sketchy, I want the game to feel like you're running through a moody sketch book.

Most urgent on the TO-DO list is the character model, non-placeholder platforms, and a score system... Also, starting to feel like a name could be a good idea...

Also, you can follow me on twitter.

Saturday, 19 September 2015

Game Development: Picking A Direction

As always seems to be the case, the biggest blessing of working on your own projects can also be one of the biggest hurdles: Creative freedom; do what you want, make it how you want, after all; it's your project. Many projects come grinding to a halt because they don't gain any direction early on.

I've recently started working on my own game, it's always been something I've wanted to do, and one of the main things I'm trying to do is set a direction for the art / style early on. I've played around with ideas of course but if I'm going to progress anywhere I need to work towards an end product, not just brainstorming endless ideas.


Initial sketches for some background assets.
Another reason many games don't get finished. Is they have an unrealistic scope, coming up with hundreds of ideas the game simply becomes unfinishable, I'm one guy; I'm not even going to attempt to make something as big as Witcher or World of Warcraft, much as I love those games...

Playing with new ideas for background art.
A visual style quickly coming together. 
As you can see, the art has changed direction for what initially I intended to be a Rayman-esque colourful, quirky, diverse art style, to a more simple, silhouette based style.

I feel like this direction gives the game a great sense of depth, especially coupled with the parallaxing effect that was giving me headaches until 3am last night. 

More game development news as it happens. You can also follow me on Twitter.