Modelvolution

If there was one thing that I would say could be harder than music, it would be getting the model right. There’s always some angle that I find myself not liking making me change around the face and the body and how the character is drawn in a seemingly never ending cycle. Such a pain…

The model is still incomplete but I think I have a good idea of what the final head will look like.The mouth may also turn out different depending on how well rigging the mouth fares.

Nothing is seamed together yet because I’m likely going to reuse those parts before moving on to other characters.

The process probably seems slow but much like music, once I’ve finished one, the rest just fall into place.

I’ll think I’ll post the complete model next update. I should be finished quite soon.

 

Frantic February

Not a whole lot of days left and I still haven’t gotten any of those books yet. Not looking good, but it’s really amazing how much you can do in a day when you set your mind to it.

I’ll level with you, right now I have about 3 and half minutes of gameplay, no models are complete, a few core systems are missing, no songs have been completed, I haven’t completed the story script, many levels are still blank pages, and there’s still a few things I feel should be redone or improved on. You must think I’m crazy to even be attempting a Leap day release.This is sort of the usual situation for me and the game typically seems like it springs up overnight (minus having to deal with music), but there is a promotional aspect that I always forget to take into account. In reality I’d want to be done at least a week before 29. Still I won’t rule it out just yet!

February 1st I’m going to show something. I don’t know what yet but definitely something. Nothing big though, It’s most likely going to be model related. If all goes well, February should be the month where the game quickly unravels and is topped off with a release. In reality that likely isn’t going to happen but reassured the project is going to be finished soon.

Unless of course I don’t like something… no mistakes!

 

Status Report: Jan 24, 2012

This year has started pretty well actually. I haven’t gotten as much as I’d like to have gotten done but I’ve been pretty busy.

For the past week now I’ve been giving a shot at music again. Combined, I’ve probably spent at least 3 weeks just trying new techniques to get something that works. Finally, I think I have a song that I can work off! It isn’t complete yet, I’ll probably do a bit more stage work  first. Kinda worries me I could be lost when I get back to it but my brain needs a rest.

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Fantasy’s Curse

It’s Friday, January 13th and it seems like no better day to ramble about one of the fears I have about this project or rather game design in general. Can the dive into fantasy break sequels in a series focused on realistic gameplay?

Most games don’t have this problem as they’re either one or the other, however some realistic games may shift towards fantasy elements when ideas are slim (ahem, not to say that’s what I’m doing…. Fantasy is just a lot quicker to produce). The advantage of fantasy is that you’re not working inside of a box, you can use any idea at your disposal. Once you go back into that box there’s just going to be some things you won’t be able to do.

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Where’s the Media?

I haven’t really been posting any actual screens for a while now. The reason for that is, I’m mainly focusing on how the game plays right now and I’m also trying to figure out ways to build my levels faster. Even with all the advancements I made I don’t think I’m going fast enough. When I can build my levels at decent speeds I’ll focus more on coating them in timely manner and post the results.

The second part of this story would be character models.I was going to do a bit of modeling work a long time ago but decided that it really wasn’t as important in the grand scheme of things. In turn, I’ve just been doodling trying to stabilize Felix’s design, which likes to change a lot because I always tend to try different drawing methods.

Then there’s the music… Good grief. The first song seems to be the hardest one because it sets the theme of the other songs. I still haven’t done that first song. Maybe it’ll come to me after the playing through the first stage in full form.

The artistic side of things tend to be the most open ended so I’m saving those tasks for later. Getting lost in the arts is an easy way to prolong a project. I honestly think I would be done right now if I didn’t focus so much on graphics and technology but I guess it was all warranted with the jump to 3d.

Either way, lesson learned!

The Leap Year

It’s 2012, the season of “AAA titles” has ended and it’s time to leap into the new year, which just so happens to be a leap year ; D! While my Leap Day release is becoming more unrealistic with each passing day (I seem to still be learning how large the project really is) I’m certain I’ll have the game ready in time for Spring. Leap, Spring, get it?

To kick of the 2012 year I thought I’d do 1 or 2 things as I begin to ease into promotion mode. On the Art Page I’ve uploaded a more recent picture of Heather and right now I’m going to announce a few more details about the game.

The end product is set to be around 3 hours. That doesn’t mean I currently have a 3 hour product but my goal is to make the game last about that amount of time. The goal price will be 400 ms points which is about ($5 USD). Considering there are games  about the same length of time and cost 3 times as much, I think  it’s a pretty fair price (as long as the game is good that is…).

I’m going to be a lot more active in the next few months, even if I’m just posting to babble about nothing. The game’s release is a month or so away so consider this an interlude to the promotional phase.

The goal here is to be good enough to get an article on a major gaming website. I think I’ll send something to ScrewAttack.com near the end of the production phase. I like their style.

Status Report: 12-13-2011

I started out really well working towards the release date, then I kinda got a bit lazy. Not as lazy but still lazy. The reason for that is, I went back to focus on two areas I don’t try to spend a lot of time on (design, and music). These areas are extremely important to me but they bring out my lazy side.

On a plus note the skeleton of the game, story and structure wise is finally set and I’m simply on the path of filling it in. I usually never do this, often opting to design a set of features and seeing how I can use them. Given a little breathing room, this way seems to work rather well. On a minus note, I ehh still have no music… I’ll get there though!

One thing I must reemphasize, is my focus towards adventure/puzzles. Samba of the Wolves captures the spirit of things in a few ways (firefly, logs) although don’t make much sense and the start of Tandem Tales just completely misses the point and is nothing more than a trade quest. While this game has a lot more platforming than the previous games, my top priority has been to put the Adventure back into the Adventures of Felix.

My next source of reveals will likely either be final models or the debut trailer. However, I’m not doing a debut trailer until I have some music to go with it. I have no clue how long that could take but early January sounds about right.

Leap Day

I seem to be in a bit of a bedlam where my priorities are concerned. I’m realizing that it would take far far too long to implement everything in the game I wanted, so I’m trimming things back a bit. Even using just a few select features, I was surprised how many ideas I could come up with.

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Wow, it was a Button-Masher…

I’ve been experimenting with new combat by modifying the combat of the old game and to my amazement I learned a rather sad truth. Tale of the Night really was a button masher, a term I really really despise! Of course I knew it was true to some degree but I didn’t realize how bad things were.

To test it, I changed around my AI to just run at me attacking. I picked the fastest attacker (Karina) as my spammer. Using this bread dead strategy the computer managed to defeat me numerous times regardless of which character I used. The only effective strategy really (without playing dirty) was walking backwards while blocking  and then using a heavy attack when there was enough distance. Now I’m not the greatest player in the world, probably not even at a game I made, but I shouldn’t have to struggle with such  primitive tactics.

Sigh, I’m so mad at myself for not seeing the depth to this. You take a beat em’ up you like, and try to work it into your own without even thinking about the base issues. Luckily the internet has no problem shoving it your face…… eh luckily right?

There may be some people out there okay with the idea of being a button masher. Heck, I enjoy a good button masher!  However, the core of my system must be based on the player actually knowing what he or she is doing. I can’t put my finger on why, but random attacking doesn’t exactly mesh well with the theme I’m going for.

Sometimes I think I’m trying to make the player smarter ; D

Although World of Whimsy is 1-player, rest assured I will be paying an ample amount of attention to making the enemies spam proof.

Status Report 11-1-11

I seem to have some need to update on interesting dates. I have no idea why. Naturally I’ll probably update the 11th also. Perhaps I suffer from a bit of Calendar Man syndrome.

There’s the adage of “Show, don’t tell” when it comes to describing a game, but because I haven’t been focused on graphics (and the game storm of course),  I think I’ll just tell.

Right now the game feels much like its predecessor in terms of movement which was actually pretty hard to do with the physics I’m using. There’s much more control over the jumping this time around (think Mega Man) giving a very fast pace feel to running and jumping.

Combat system still isn’t done. I scared to death even starting it because I have a feeling it’s going to murder me. I’ll likely be starting it very soon though.

Quite honestly it probably wouldn’t seem like much has changed since last time. But the game finally feels whole at this point. Much of this year has been fixing bugs and making tools easier to use. All I have to do is start adding on things. I’d say that’s a quick process but I don’t even trust myself with things like that at this point.

Now that the foundation is in place and I don’t have to worry about tweaking or refining the basics, things should get very interesting very fast… in theory anyway.