This user leads a boring life.

Joined on January 4, 2008, 1:47 AM Visited on June 24, 2019, 12:13 PM

Unaligned posted on May 03, 2019 at 7:15 PM

Jammin' and Chillin'

I joined a jam. I made a thing in a week. The theme was "ice". No text adventures this time. It's a cute, chill platformer. Run, jump and dodge the usual hazards.
I'm really happy with this project because I recycled some of the other dead project's code I talked about on my previous entry. The final result is rather sleek and "clean", so to speak. I can't appreciate CC0 asset makers enough.
In retrospect, jumping into the level design straight away kinda limited my options, as the player's sprite is chunky, and the tiles are the unorthodox 70x70 dimensions. But still, it was interesting to work with these constraints when putting together single-screen levels.
It's gained a bit of traction, at least much more than other projects I've dedicated much more time to. But I guess this sort of thing happens to everyone. More work put in does not equate to more perceived quality of the final result.
Today I've worked on some more features and polish, though this obviously is post-jam work. A bit of sprite tilting and some distortion when jumping or landing and you got a very "squishy" player. I love how it looks to be honest. And also actual scrolling screens.

Here's the part where I put the link and ask what you think. Yes, the game's name is awful.

Unaligned posted on April 21, 2019 at 3:08 PM

Procrastinating off devving by... devving

Hello people, I'm back with more tales of gamedev woes, skip to the end if you'd rather not read my contextual rant. Though I've thought and sketched out my plans for Nuclear Moss, I decided to give it a month off so I could metaphorically clear my head and come back to it with more energy. I looked into options that'd force me into a short project so I settled on joining one of those popular hip things all the kids are doing: a game jam over at itch.io.

To make matters more interesting, I went for one where one of the requirements was to develop a project with someone else over the course of a month. I joined the discord, posted an ad and someone else contacted me soon enough. We discussed the jam's theme and settled on a plan. Needless to say things didn't go according to it.

Having been more active on chat apps lately, I've discovered how frivolously people treat other contacts online. Little to no effort in replying, seemingly dropping off the face of the Earth, wild variations in how enthusiastic they seem about talking to you, etc. Most of you probably have gone through similar situations, but not myself, being an antisocial creep.

Over the course of the month (the duration of the jam), said partner didn't produce anything usable for the final project, and responded every what seemed few days, even though they were always online (but of course on do-not-disturb mode). I didn't think much of it since they seemed to be working on their side of things. I myself had the basics down, player movement, an enemy type, and neat light switching mechanics and light stealth elements. As the deadline drew closer I said we'd have to re-focus from a short platformer into something more arcade-y with a single screen. The timeline rolled around and nothing happened of course, no "Sorry! I was busy!" or anything resembling an apology or resentment. Ah well, that's the Internet for you right?

So, a month of time essentially wasted (though I discovered how to do positional 2D audio in GMS in the process) and I decide to join a different jam, but go into it solo. This time I settle on one with a single week of time. I had to wait a few days for it to start and in that time window I purchased a humblebundle with a bunch of assets for me to use as I pleased. I'm pretty sure it's the only time I've shelled out for the highest tier. I rubbed my hands in anticipation as the announcement of the theme rolled in...


When I stopped screaming internally and questioning what sick joke the universe was pulling on me, I just went ahead and started work on something by slapping together assets from said bundle and opengameart. The initial project's name was SoloJam.project.gmx. I even forced myself a deadline: today, the end of my Easter break. I might update it with more stuff in the future but we're at one-point-oh baby!

So without further ado: I present Spess Gaem. A typical shooter, pretty low on content, but I want to think with a nice level of polish and a bit of nuance. Who doesn't like nuance?

...Yeah! If you want to check it out, I implore you to head over to either its itch or gamejolt pages and let me know what you think!

Unaligned posted on January 19, 2019 at 6:47 PM

Nuclear Moss

[left]Yet another project with a temporary title. I'm seeing a pattern here.[/left]
[left]Man, site's slow as of late (I mean slower than usual slow). I guess everyone's funposting over at the discord server huh?[/left]
[left]So what's been up with me? Not much. I decided to get off my ass about a year ago and started exercising daily. Health benefits (great btw) aside, it gave me a lot of time to think. I came up with an idea for a world to set a game in. It slowly grew in my mind with each passing day; and although very little (if any of it) made it onto the project, I probably wouldn't have started it had I not started to dedicate 1-2 hours a day to introspection (I now mostly listen to podcasts when I'm out and about).[/left]
[left]So about six months of work later (admittedly, very on-and-off as far as keeping a consistent work schedule goes, motivation is extremely hard to come by it seems) I present to you the temporarily-named project Nuclear Moss.[/left]

  • I wanted to make something past-paced, where you pummel through a bunch of enemies in a split second. Who doesn't love some good power fantasy?
  • Good players are rewarded through the game's combo meter: the style counter. It both acts as a score and damage multiplier (at different rates though). You'll still have a decent damage output even after taking a hit (or three).
  • There's a handful of playable characters, each with their own stats, main attack, special attack and passive. I'm willing to bet that it's rather unbalanced at the moment, but I can always say that the game has an implicit difficulty selection system by which character you want to play as. Want to beat the extra challenge level that's filled with projectile-spamming enemies? Well then just pick the character that can reflect them!
  • For lack of a better term, I wanted to upload a vertical slice type demo, which is a representative fraction of the full game's experience. This means there are levels to beat, characters and game modes to unlock. And of course a final boss.
  • Speaking of which, I must admit I enjoyed testing of the boss far more than mowing down hordes of enemies. I'm considering shifting focus and giving bosses more attention than standard enemies.
[left]Any of this sound fun? I'm literally, figuratively starving for feedback, as I don't really have anyone around me that could provide any insight, (aside from myself) and having spent all this time on the project in a vacuum might've affected my perspective.[/left]

Keep it frosty