If you’re wondering why I’m a tad late with the video, the answer is simple. I got a little behind because of the new additions in preparation for the video were a bit buggy. I didn’t have really any time to polish the game much. I guess I could have waited but there really isn’t much of a point. I’m weeks away from any serious footage. Although much of it isn’t final, hopefully it gives a good idea of where I’m going with this.
Category Archives: Development
This Fall
My tools are in the sunset phase and and my focus is gradually shifting towards the game itself. I will be posting a video of the engine in play either later this week or early next week. From the point of video, I’m most likely to make graphical improvements, more gameplay features, and probably a lot of tweaks. I’ll also probably begin giving more attention to the website once again. I think I may have jumped the gun a few times.
This game, despite the premise, will most definitely have a plot. I reveal much more about the story until I’m 100% sure of everything that occurs in the plot, but thus far it’s looking like Wiley will be playable in short parts of the game outside book form.
10 Features
Not much new to report, but I couldn’t resist doing some kind of update today! For 10-10-10 I’d like to show the near final Felix model. I say near final because the model still isn’t sewn together and the hands are still complete blocks. I also haven’t tried to add any fur decals or touch up on the uv mapping, but what you see is pretty much what you get. Although I may make some proportional changes depending on how the Wiley model turns out.
In addition to this, I’d also like to add 10 features that will really make this game stand out from the previous ones. Some of this I may have already said but just let that be a confirmation that I haven’t lost sight of what I’m doing.
Grab/ Latching
This is easily my favorite new feature. Everything flows better and it feels as though you’re doing the actions yourself. The Right Trigger will be given a lot of use in this game. Quickly grabbing things when sudden events occur adds to the quick time theme the series uses.- Deductive Puzzles
I’ve heard this called “item-based puzzles”, “common sense” puzzles and “inventory-puzzles” but I’m just going to call them deductive puzzles. What this means is, you will find real world items, or real world type items and use them in logical ways to proceed in the game depending on the situation presented in the game. This may range from something simple like lighting a fire will melt ice, to creating a flamethrower with a match and aerosol spray. The information involved is usually extrinsic. A great example of this would be 5th Cell’s Scribblenauts. I plan to really dig in on this concept this time which has been poorly implemented in previous games. Continue reading
Living Up to the Hype
Hype in this case consists of me rambling on this page about how good this game will turn out. I suppose what has me excited about this project, is that it will be my first full game and the “I’ll add that later” mentality is out of the window. What I will be presenting is my interpretation of a final product on a marketplace.
That’s all well and good, yay for me and etcetera, but big words from one guy with a relatively weak record don’t mean much. What I’ll probably do is make 1 video showing a few features of the engine and near the end of the project release some type of trailer. I’ve never made a trailer or took anything like a trailer seriously but I think this one may call for it. My fist video will be presented this month. I’m fairly certain of that. Still, many features will be missing and the game won’t be fully polished.
Platformer
I’m expecting the game to play in basic form in about a week or so. What I should have at this time, is a general platformer with a few sleek tweaks. After that I’ll probably go over it all to see how it might look in finished form. From there I should pick up with the more advanced stuff and other gameplay elements. But so far everything is going superbly, hopefully a little detail on the test stage shown can convey that.
Final Felix Design
Enough concept art, the picture to the left is the design you’ll be seeing in game. The amount of changes the character has went through has been ridiculous. I’ve probably been through at least five versions this year alone. I think modeling really put me through some sort of purity test, requiring me to assess the character from every angle which I”m really to lazy to do on paper. Animates well, looks furry, has a classic Felix feel to it, and (although I was somewhat giving up on the idea) looks more like a fox to help distinguish the species. I’m completely content, it actually feels final.
It seems everything is coming to place to deliver a game I can truly call, the series debut.
Latching
Not that long ago I was talking about how the controls had changed, well after a bit of testing I think it’s fair to confirm one of my major control changes, latching. On the previous game, latching to things was done automatically by bumping up against things but after playing Little Big Planet many moons ago, I’ve always been feeling latching to things could be much much more interesting. One of the things I liked about the game’s latching was the feeling of doom if your hand slipped, that your life was hanging by a single button however when latching occurs automatically you could stop go to the bathroom comeback, and you’d still be there stuck on the wall, there’s really no suspense. Aside from that, there’s lots of hidden potential with manually latching to objects. Most of this potential doesn’t really enhance the game any but it can easily allow the player to feel the game more and feel more in control of Felix’s swift actions as if the player is the one doing it. Whether the controls “stick” (pun intended) will probably depend on XNA peer review.
Status Report: 9-14-2010
Projection
It’s official, I have no clue when I could finish this. It probably seems like never, seeing as I’m not showing much, but honestly, right now all I have is a really basic platformer with no automated camera or uv mapping. Once this part is completely refined, I’ll move on. I may start to capture video when tree climbing is reimplemented.
Lithodora?
Aside from playing in 2D, one may wonder what separates this title from what I was attempting to achieve. Lithodora of Despair was loaded with events and theatrics that I feel would weight heavy on the project. As much as I enjoyed that, I didn’t want it to overshadow a gameplay system that I haven’t familiarized myself with. Needless to say, it all would be very time consuming for one person (a picky one at that). In addition to all that, 2D stages are simply easier to build than 3D ones also which is very beneficial to someone as impatient as myself. ; D
The First Stage
The first stage will be the whimsical forest. An bizarre and colorful forest that’s really feels alive. The goal of the game was to make the stages more dynamic and I think the first stage should show a lot of that. I have a pattern of using mostly making forests, and castles as stages. This game however, will foster some very new environments and I plan to apply the same attention to aesthetics as I had planned for Lithodora.
Wiley Concept
Because the story has changed, I decided to try some Wiley concept art. Wiley’s character design is one of the reasons I’m having trouble figuring the legs out. The “bell bottom” style just really made him seem like a saggy wolf, so I decided to try something new yet old at the same time. I like how everything looks updated but I still seem to be reverting back to my earlier style at the same time.
On a side note I’ve decided against in-game support inside the level editor. It’s much simpler to reload the level inside the game. I guess I just wanted to hop around things as I was making them. It’s really not worth the time.
Old Tricks (Multi-Texturing)
I know what I wanted to do this week but seeing as I”m scared to death of doing it I went to something else which I was also rather scared to do but I must say it went quite smoothly. I added support for multi-texturing within my tool, which is becoming pretty impressive might I add. It’s much like the last tool but flows so much quicker. You may be thinking, so, you had that last time ya slouch. This time however, multi-texturing integrates much, much better, which means I’ll likely use it much more. The video I made may have made it seem simple but the core creation was so time consuming it seemed to become a hassle. I ended up barely using it at all.
Everything is in place now, if this game doesn’t look good it’s simply because I was careless, I can finally say my tools work too well for me to blame them anymore. It doesn’t have to look jaw dropping (or rather frame dropping) but something that looks great without special effects like bump mapping.

