Sunday, March 15, 2015

Some tidbits

For starters, new title screen!
New logo and name change.  I had to debate this for a while, since it bears the same name as the old vanilla version on Desura, this is a remake and while it is a "Director's Cut" the game is a true adventure title.

The old title card is part of the intro cutscene, which makes sense since it still explains why you start out at the carnival act.  Also, I like how the background doesn't distract from the title and interface like the old one did, and the "Lucky Sack" is resting on the Director's Cut indicating the change in story compared to the old game.

Also worked on some small animations, like a space bar prompt for certain Act 3 parts and tokens pop above your head when you acquire them now.
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Promoting this game has fared pretty tough, I can understand people's reluctance to play this due to the art style and all.

It's a shame, but I'm going to pester the press again until I get a bite.  On the good side is that I've secured a paid email address to get on NeoGaf.  It's a great place to get exposure and feedback since it's a very well known forum for devs and gamers alike.  

I want to try Kotaku or Polygon, but the kind of gaming news they cover I don't think a simple mascot platformer would be a priority unless there's some kind of buzz surrounding it.  Maybe this week I'll attempt at setting up a new press kit and see what happens.  It's a pain when you're too poor and work at a place where it's hard to take time off to do the convention thing to gain attention.

Oh well, back to the grind!

Sunday, March 1, 2015

WARNING: Huge animated GIFs

Working on some gifs.

Seems to be a trend among showing off parts of games these days, so I found a converter that converts clips into gifs.  Hope to one day spot this on NeoGaf, haha!



Saturday, February 21, 2015

Baxter's Venture new trailer!

Hey gang, there has been some activity lately.

I'm putting another effort in getting Baxter's Venture Director's cut out there, this time going to reach out to Youtubers instead of the press.

For starters, here is an updated trailer:




It gets better, but I've finally managed with my pitiful budget to put a better quality video.  FRAPS no longer functions with Google Chrome, or Construct 2 so I had to opt for Bandicam.   The results were pretty good, and even using Movie Maker didn't ruin quality like it did with my FRAPS recorded vids.

So, tonight and tomorrow I'll be contacting Youtubers interested in playing my game, while it's mostly completed, I've done plenty of changes to the textures and adding gameplay elements.  

Dodge Fu is still a go, just so you know.  Not going to back out of that, I'll be continuing with using Construct 2 for this as well as now that I've finally become familiar with more of its features.  Perhaps if I reach a point where I can quit my day job, I'd LOVE to try out other game makers and see what I can do with them.

That's all for now, take care!

Sunday, February 1, 2015

Dodge-Fu! Smartphone/tablet game

Yes, I did sort of announced a horror themed game, but quite frankly it's another large scale project that I feel more comfortable working on when I'm familiar with a better engine for it, like Unity.

So for now, I'm redirecting my focus on another smartphone/tablet game dubbed "Dodge-Fu".

I'm keeping the concept a secret until release, but its NOT an endless runner.  I cannot disclose the engine as I'm working on three different engines to see which will be the best to port the game to both Android and Apple platforms.  

The game will have a few dodging mechanics, at least three modes of play with some unlockables.  The first mode will be a simple practice room where you try your dodging skills with counters for dodges and hits.

Second mode is endurance mode where you have to last as long as you can before getting knocked out.  It's more for scoring purposes and to see how far you can go before fatigue sets in.

Third mode is the real doozy:  Master's Challenge mode is similar do endurance but the speed gradually increases, and there is no end either, so this is more for hardcore dodgers who want to test their reflexes.


I've already found a great idea on how to market this game, and unlike Baxter's Pocket Venture I'll make sure to send out press kits/free games to willing Youtube personalities rather than wait for a bite from the game journalists on a slow week.  I want this game to be hectic enough for them to react, and a bit controversial if I play my cards right.

Speaking of BPV, if Dodge-Fu does well, I'm going to look at rereleasing BPV DX with updated graphics, achievements, and new areas to discover while collecting coins.

Oh, and none of this FTP stuff either.  I prefer to make games you buy and feel you have your moneys worth, ad free.  So I'm committed to that.

That's all for now folks, see you next time!


Sunday, January 4, 2015

Back to the drawing board.

Happy new year to all!  Good riddance to 2014.

So, over the past week I've been toying with some ideas for my next game and came to terms with I want to experiment on a type of genre that's foreign to me:  

Survival horror.

I had all these ideas for an action RPG, though to be frank I don't want to spend a year on a game since I may not have time for an epic scale story.  So I've been checking out some horror themed games, newer stuff as well as classics and remembered I had ideas about a game where you play cat and mouse with a stalker type character.  Hell, I have designs for the stalker himself actually.  I'm looking at incorporating my female protag as the main character still since it seems more fitting to have a male stalker vs a female character.

Any of you remember Maniac Mansion or Dragon's Lair?  The game will be 2D and the best way I can accomplish this is using that format

The setting of it would be either a high school reunion or a college that's demolished one fateful night in an explosion, following three months reports of strange lights and gunshots were heard from the now abandoned school while you as an investigator search the school for clues since the police is unable to act upon this deeming the murderer to of fled the scene but is at large, and without much evidence it would be hard to convict him.  Though a college would make more sense as it's bigger in scale.  Sure it sounds Law and Order cheesy, but I'm confident I can make it work.

As you enter the school ruins, you come to notice that it's possibly haunted, covered in blood and cobwebs you come to find proof that a dark ritual has taken place.  Symbols are etched all over the school grounds, and you will see images of ghosts and possessed crows trying to peck you.

Enemies you need to worry about:

1. Possessed ravens:  These black birds with red eyes swoop down and try to peck you.   Just use your melee to swat them back.

2. Acid spewing rats:  Rats that spray acid, sprinkle some crackers and they'll be distracted.

3. Traps:  Traps have been placed all over campus preventing you from finding the secret.  Tripwire explosives, alarms to alert the Stalker, bear traps, wires in water, etc.

4. Ghosts:  These are meant to be jump scares if they touch you.  Use the flashlight to make them disappear temporarily.

and the big one...

5:  Stalker:  A grown man obsessed with killing you, for reasons unknown he blames you for why his life turned out the way it is so he is demanding restitution. As a side quest you collect pages of his manifesto to get the reasons why he is still hanging around the haunted school.

The mechanic of this is, when you spend more than five minutes in one area, he enters the area and patrols looking for you.  You have to avoid him at all costs while you investigate where the ritual has taken place.  Stalker uses the security cams to track where you will be then patrols until he finds you.  I'll have music cues if he's close, and one when he finds you.

The main part of the game is to locate the ritual and contact the authorities with your evidence and the killer's confession, if you can survive it.  All you have is a smartphone equipped with a flashlight and camcorder but battery life is limited so you have to be very diligent with it.  You explore parts of the school and take pictures of rituals and other oddities taken place.

I want to make this a bit more interesting, since the school is in ruins, you have to navigate al a Tomb Raiderish by hanging on ledges and jumping across small gaps.

The smartphone allows you to also save your game at any point.

I'm still working on items you can collect, I'm really trying to avoid the old "get key to enter area" trope that's way too common in these games.  Maybe I can take a cue from the Arkham games and use alternate means like ventilation, open windows, or tricking Stalker into unlocking a door.  Maybe an electronic combination lock you can hack with your smartphone once you are able to get the right app.

Also, Stalker taunts you by sending creepy texts as you progress.  Keeping with true stalker fashion.

My goal is to make this game in less than two months, my challenge to myself.  Sort of a game jam to test and see where this game goes.

Who's with me!?



Monday, December 29, 2014

Character Design #2

First one is Rylie's redesign, from an old webcomic of mine.   She's a cyborg which fits in the game environment more than my last design.  Bottom is Sgt.  Hardcore, a throwback to another character from the same webcomic.  This guy uses his powers to establish a new era where meta humans rule because of his warped view of Darwinism.

Not much to report about, I did download game maker and will be toying with that this week.  Had some snafus in real life and work so I've been not as active... plus the holidays too.

Take care!

Sunday, December 21, 2014

Rylie character design update.

I posted an image on my Twitter feed for a character design update, and while I don't want to repost a small update on it, I'll post it here:

I changed some colors around compared to the pic on twitter because I realized the whites on her armmings (name escapes me atm) resemble a certain "party" minus the symbol so I had to change that haha.  Belts are reddish instead of brown, trying to go for the systematic four color range.  I even fixed her left eye because it seemed higher than the other, and her head was a bit too wide.  

Other than that I loved how this turned out, and now I need to start working on sprites, er again.  I want to try out the Zelda aesthetic and try for an action game that way and experiment to see if I can get it to work on Construct 2.

I have drawings of two boss characters and the big bad that I want to illustrate soon, though I'll put that off for a while to see if the Zelda approach works.

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I want to post FFXIV and FFXV stuff so bad, but I tweeted it all.   All I can say is so far, steps in the right direction.  Between this, Street Fighter V, MGSV, Zelda U, and Xenoblade CXis gaming in the east making a comeback?

Going to be an interesting gen.

See you later!