Game Development - Entity Spawner and Happy 1 Month Birthday

In the most recent update I've created an entity spawner and activator. What this does is that it creates a spawn tile during map creation and then spawns the entity on that tile. It then converts that spawn tile into something else (wall, gravel, door, etc.) as if it were never there. The entity itself, something that sits above all other layers, would be akin to a moving enemy or a roaming powerup or whatever.

In the example above you see a ghost (temporary Boo graphic) being spawned and activating after the player moves (that's how it gets evaluated). It also has a function that checks to see if the player occupies the same spot on the grid as the entity and activates the appropriate action. In the video above it simply updates the dialogue box with some debug text.

In other news, I'm thinking about the title Hondenkat: The Stars From Which They Came. Hond en kat is Dutch for "dog and cat". The main avatars in the game will be dogs and cats to begin with, so it's appropriate.

And also, happy one month birthday of development!

Game Development - Progress in Dog Dungeon Explorer

Haven't posted in a while. Here's a video from a week ago where I recorded progress I've made in my game. You know where I haven't made progress? The name. Something about dungeons, stars, and animals.

Comic - TSA Merry-Go-Round

True story. I ended up where I started, just facing a different direction.

Game Development - New Art Direction

After having some advice sessions from Dom2D and doing some image digging from favorite tile games (like those made by Spry Fox), I was able to make the changes I needed to find a style for the game I was happy with.

What do you think?

I'm now busy working on figuring out the levels and how I will manipulate the graphical elements via data. For example, the stone walls on the right pages aren't baked into the image, but rather one that changes based on where you are. Maybe you're in town, maybe you're in the ice world, or maybe you're at home; these all have to have their own "location" variable and update accordingly.

Game Development - New Tile: Food and More

I added a new tile that will be pertinent to the puzzles in this game and that's the food tile. There's currently only one food tile and it gives you +5 food, but I want to make it in different quantities (small, medium, heaping bounty). Food is basically your turn limit for the level. This will allow me to craft levels that have solutions as well as optimal solutions for "3 stars".

You can also see a lava tile that kills you when you enter and an exit tile. The exit tile currently warps you straight back to town.

I also started messing around with the graphics a little bit. I'm having a hard time conveying the feel of the game. At first I wanted to present it as ink drawings in an old book, but also wanted to represent the player as a game piece on a game board (like a chess piece). Maybe I need some advice from Dom2D. He seems to always know what's up.

Game Development - New Tile: Switch

Worked on a little piece of code today that adds a new tile. It's a switch. When you step on the switch, it will change all of one certain ID to another type of ID. In the image above you see that going to the switch changes all the walls to normal stone flooring.

Right now there's a standard floor, grass, water, walls, warp tile, dialogue tile, and now a switch.

The dialogue system is still nagging at the back of my head though. I suppose I need to write some dialogue first to help provide a roadmap to the type of thing I want to achieve.

Game Development - Tile-Based Puzzle Thing.

I've had the opportunity to work on a new game idea that I'm hoping to submit into the indie space sometime next year. It originally started out as a single player board game that I had pitched to Game Wright to no avail. I decided to take the concept and make it into a digital game experience.

The idea is that you have a set amount of food and you have to traverse a pre-set dungeon to achieve some kind of goal. Maybe you have to get the treasure or maybe you have to press all of the red switches. I've been playing a lot of Captain Toad: Treasure Tracker lately, so I've been inspired by levels restricted by size and scope of the player's abilities. In this game you basically walk around, carefully maneuvering around traps and enemies. It also takes on the gameplay mechanic of turn-based movement so you have plenty of time to think out your plan of action. That's all you got though: walking around and your brain.

What I'm hoping to add some flavor into this game is the collection aspect, the town, and the "infinite dungeon" part of the game. This is basically the metagame piece that hopefully keeps a player playing after they've completed all of the main levels. You're granted extra abilities, such as using a shovel, that earn you money that let you buy items to craft more tools to enable more abilities. It also allows you to procure collectables for your home, costumes, hats, etc.

What's happening now is that I'm getting to the part of the game development where it becomes actual content creation work. No more systems. Actual levels, towns, gameplay decisions, and whatnot have to be created.

I'm hoping to have at least the town constructed soon so I can figure out how the dialogue system will work.

Games and Whiskey #23 - Feeling Old

I couldn't find my stylus so I had to draw this on my comic strip notepad.

Project Gameboy Cover - 013 - Aguri Suzuki F-1 Super Driving

I didn't do very well on this one.

Comic Strip Notepad

I "invented" these comic strip notepads. 50 pages of comic strip panels for when you don't have your tablet or notebook. While it's not difficult to draw these boxes in a notebook, just having them there ready for your comic ideas seems to be easier.

I'll probably put these up as an Indie GoGo campaign so I can get a bunch made at once.