Game Dev vlog #4 Art Process


My partner Andrew is converting the game to C++ and setting up the weapons in a better way. So a bit of a pause on the direct development as I look to update the style of the characters from the placeholder Mini Gore characters. I'm been sketching and modeling trying to find a place that feels right for what I'm trying to make. Still working on finding the right level of detail and proportions for the characters. I think its getting there, but hard to say just yet. More work to do.

Current Game's Inspiration

There are 3 games I'm drawing from when designing this game. Cat Quest, Bastion, and Mini Gore 2.

I love Cat Quest's simplicity. Its not feature rich but it works and I don't feel its missing anything. It feels tight and well made. I've played it through twice and leveled my character up over 100 both times which means I kept playing well after the story line was over. I like how the enemies tell you how and where they will attack with UI, and you learn to dive roll away. I also loved how you find weapons again and it levels them up. Made for a limited number of treasures but you were happy to find any one. I played Cat Quest on the Switch.

Bastion is an inspiration to many developers, so it may come as no surprise it is to me as well. Its the only game I bought twice. I've replayed Bastion a few times on PC and also on iOS. Theres a lot to love about it. Every feature they added they made sure you learned and got the most out of. I loved the 2 equipped weapons. I'm currently straight up copying their control scheme with the xbox controller. Currently copying the healing mechanic where health potions abound in the world, and you really just need to manage them, and ideally get more currency when you're full. I love their variety of enemy types. Love the variance of weapons, and how well they each work. I'm doing things a little differently so far as I'm locking the player to 1 melee and 1 projectile weapon.


Lastly Mini Gore 2, which is a rather old game, but I love everything Mountain Sheep does. I think Timo Vihola is the artist who designed the characters.  Anyway its always inspired me for art direction. I love the simple beveled cube shape language, I felt they they didn't stick to it as much for their enemies, but still it really worked well for their game. It really just a base in the back of my mind that I just always loved the mix of cartoony style and simplistic design.

Game Dev vlog #3 Melee Weapons & Dungeon 1.0


This week I wanted to get the melee weapons implementation dialed in. Be able to swap weapons and have the attributes change. I still want to get more animations for different weapons but for now this will do.
I also wanted to get the start of the dungeons going. Get a feel for what that will look like. Its tricky to figure out the walls since I don't want the character occluded to easily, yet I also don't want to only have cliffs as boarders. I think I found a nice mix that will give me a few options for making interesting dungeon loops. In Cat Quest they use one kit to make all dungeons and it works. I wanted to go for something similar, with addition of more filler assets. I also have other colors for crystals and mushrooms to make some simple variations.

Game Dev vlog #2 Art Directing

I said I wasn't going to get into the slipper slope, for me anyway, of making assets and art directing along with re-doing over and over, but I can't stop myself. I need the game to look at least fairly well for me to enjoy playing it. Its a weakness. I will probably art up a little more, but not the whole level. next is getting the enemies to swing their melee weapons and cause damage on "connecting".

Game Dev vlog #1 I'm back

I'm back! Ok while not that exciting I am going to make a concentrated effort on doing this regularly, along with tutorials. This is a first look at what I've been messing around with. Andrew is making his game and I'm making mine, and we're going to help each other as needed/swap games at some point to fill in whats needed. His is a space game, mine a fantasy, what looks like a sort of hack 'n slash adventure.

Just forget it already


Remember back when I said I was going to post something soon, yeah that's generally the last post on a blog. I kept wanting to do this awesome explain it all post where I talk about my VR game I've been working on. But then it got to the point where there was too much to talk about. And crapper, how do I recap it all?
Fine. Quit my job to work fulltime on my own VR game, just like the Gamasutra articles tell you not to do. Well I'll show them! Ha! Ha... hah... heh, *sigh*.
Month 1: make my Racing game. Oh might be the mario kart of VR! Unless as it turns out racing with this mechanic doesn't quit work. Hmm. What does?
Month 2: trying things that also might work, how about a puzzle game? Bomb structures like angry birds? Ok lets test. The environment I made for racing doesn't work anymore. New Environment! Wait new Plane and pilot!! Better stylization. Good. This is taking a while.
Month 3, 4, 5 Making everything better but mostly working the game from a bashed together test into an actual game. Finally get it together and post it for early access, which I wanted to do in month 3.
That was 2 weeks ago-ish. Honestly its early early access. It has the gameplay and its fun, but it lacks the charm I want and envision it having. So I have done no marketing or push until I can get it to that point, which is at least add the animals, since its called "Don't Feed the Animals". Oh and I just found out today there was a Nintendo DS game in 2010 with the same name, greeaat.
Well I do think I need to be better about talking on whats going on, so... I'll do better.

Something new

Where've I been? "Who cares!?!" Awe, you hurt my feelings internet! I'm sensitive and vulnerable. Ok now that I got that out of the way... I put Misadventure on hold. "The HELL you say!" I do say, or don't. I don't know how to answer that. I put in my notice and in a little more than 2 weeks I'll be a full-time indie game developer! Hurray for no paycheck! Wait, what? Oh, better get on that. Right! So, here's where I'm at. I have a fun idea for a VR game, and have been in the process of play testing and blocking out features. That's right, its already playable. "You mean you did this one the right way?" Well I'd like to think I started more righter than other times, yes. I'll post something to see soon. Its a short dev cycle so the whole process should be rather snappy. "Oh tell us more!" Really you want to know more? "No I haven't even read this far!" Ok. Well then, more to come soon.