About this blog
Things that I'm working on
Entries in this blog
So this week I released Demolition Dan on Google play. If people end up buying it and want more levels I'll create more and patch them in.
I have the habit of getting demotivated near the end of projects that's why I went ahead and finished up Demolition Dan.
Things that could of gone better
Planning Planning Planning, more Planning! Making a more detailed outline and the scope of the project.
Also for the past couple of projects I've been working on I've used the same code multiple times but I rewrote it every time.
So from now on i'm going to save the code to prevent me from having to rewrite the same thing over and over.
A clear plan on monetization would have helped as well, in the beginning I had an idea of a cash shop but then it turned into just a one time payment of $0.99.
And here is a link to the Google play page if you are interested.
The future for Gunthera
Well I have a couple game ideas floating around in my head and I think Im going to make something of a "Reverse Rogue-like" if that makes any sense. It will be made for windows.
Im going to take what I learnt from Demolition Dan and apply to this new project.
Also a question for anyone reading, do you think I should stick with the pixel art and try to get better at it, or move away from pixel art?
Hey guys (and gals), this week I'm going to be needing some feed back from anyone interested in testing Demolition Dan.
These past couple of days have been focused around making sound effects for Demolition Dan, I've decided I would use non 8-bit sounds in this game. Also I've been working on making levels and it's shown to be fairly easy, I can design about 10 levels in an hour.
If you don't know what Demolition Dan is then I will attempt to explain it.
It is a 2D Controlled demolition game, where the goal is to knock a building down below a threshold using a limited number of explosives.
Demolition Dan is being made for the following platforms.
?(I do not own any other devices currently to test on so for now I will be sticking to those two platforms)
Here is the download link -> http://www.mediafire.com/download/56bk9yczlxpmghv/Demolition_Dan-Default-220.127.116.11.exe
I would like be really grateful for feedback for the game. I want to make any community suggested changes within the next week so I can make this game as good as it can be.
I will be taking feedback through the comments section under this journal, or through my email at email@example.com
I already have taken in some feedback from some close friends and one of them is a options menu/ volume slider which I will be working on.
Thanks for reading!
I may decide on using 8-bit sounds if people think that it would be better than 'normal' sounds.
I'm not sure exactly how many levels I want in the game but I think somewhere between 30-50 Would be decent.
So here are some questions for the readers...
- Should the music be 8-bit/chiptune?
- Should the sound effects be 8-bit?
- How many levels do you think should be in Demolition Dan?
Thanks for reading! You should be able to expect another update later this week or early next week!
Things I've Learnt
Since Element Rush I've learnt a couple things and added it to my mental book of "What not to do when making games".
And one of the things that I noticed is, planning! planning! planning! It is such a integral part to making games, at least for me it is.
It helps me avoid several things, derailing the original game idea, getting stressed from lack of clarity, and simply just losing the momentum that I started the project with!
So, with a fresh start I will be able to try to start off right, learn from my mistakes that I will make during this development process and further refine myself.
New Game! (Demolition Game)
The Demolition Game will be made for android, and PC. If it works in HTML5 that is just a bonus but if it doesn't then... I won't worry about it.
The game will take place in a city and you will see a cross section of a building, with various supports, and the goal of the game is to place the explosives and try to raise the building to the ground.
Screens within the game!
So we have 5 screens here that the player will be able to see.
Well I was contacted by a website looking to sell indie games and they wanted Archer Alec in their store.
- Main Menu
- Level Select
- Game Room (Will be multiples of these due to different levels)
The main menu will include the title, along with the play button, the credits button, and the tutorial button.
Each button will take you to different screens.
The Level Select will have all of the different levels in the game, when you start up the game for the first time, all levels will be locked except for level 1.
This will include the GUI, and the level.
Just a simple tutorial on how the game works along with the controls.
This is a rough draft of what a early level would look like.
Since this is being made for Android, the game will be able to played with just touch screen.
The play will click a explosive to choose from in his action bar, then drag it to the desired location, then place it inside the or around the building.
Once the player is satisfied he will be able to blow up all the explosives at once by pressing the red button at the top of the screen. (The button may be placed into the Gui at some point.
Depending on how much of the building is on the ground the player will receive a grade on it, A,B,C,F. You will need to get a C or higher to unlock the next level. Also you get coins which you will be able to use to buy new explosives with.
Thanks for reading.
I'm trying to make posts with more content in them, I will be bringing another update later in the week with some actual ingame footage!
So now it's there.
When I first started Archer Alec I knew next to nothing about how to make a game. And I still have a whole lot to learn about game design.
Archer Alec has changed since the first version back in May of 2012, going from randomly generated terrain to static level design.
This has been a huge learning experience for me. From animating, sound creation, and just plain design.
I want to thank all the people who left comments and gave feedback throughout the development of Archer Alec, it's helped me a lot and has shaped the game into what it is today.
And as of today I have started working on a new project, though it will be a smaller game. I am trying to apply what I learned from making Archer Alec into this new game. Starting off with a nice design document. Ill make a post once I have more of the game done.
Currently Archer Alec is 4.99 Here
And here is the Archer Alec Facebook Page
Thanks for reading! I'm going to be giving out a couple free copies later this week.
Lately I've been transitioning into my new Job(Why Archer Alec has been a little stagnated here), while squeezing in time to work on Archer Alec on the side.
The Job is ok it pays good enough to start saving to afford a car eventually, and help pay for my girlfriends tuition (partially).
But enough with the boring stuff lets talk about Archer Alec.
The Kickstarter for Archer Alec is now Live
- Town Hub
- All levels available
- Traps are unlocked
One of the new things that I have put into the game is a "Town Hub". The town hub will serve several purposes.
The town hub removes the need for the old level select screen, and the need for shops to be in the levels.
The player will get to the levels by talking to a horse'n' carriage, the horse'n' carriage will ask you where to go and you will be able to choose which level to go to. There will also be a town shop where the player will be able to purchase items that they unlocked through playing the levels.
Now since the player's inventory is only 8 slots you will only be able to bring with you 8 items to the level that you choose.
Gold will also be able to be stored in a bank, the player will be able to withdraw gold to buy items. Gold is still obtained inside the levels, but if you die you lose the gold that you are currently carrying so you may want to leave a level early to store your gold!
This is more of a question right now... Do you think that online highscores should be in the game? (Why/Why not would be helpful!)
All Levels Available
This is also a question, should the levels in the game be all available to the player from the start because each level has different monsters that make the level difficult in its own way.
All traps unlock able
All traps will be able to be unlocked through playing levels and getting farther in them, for example:
The player gets to the 10th wave in the forest biome so they unlock the fire trap and will be able to purchase it in the shop.
Well that's it for this week.
If you want a closer look at the game you can see it at my website or on the indieDB page.
Thanks for reading and feed back is appreciated.
Archer Alec Kickstarter Link -> Here
Well I've been hard at work preparing this.
I go over where the money is going on the page and in the video but ill summarize it here for you!
-Paying for all the Music
The goal is 5,000 I think we can make it happen.
Currently every backer gets a special version of the game that enables Archer Alec to wear a Gold tunic instead of a Green one.
But I will be taking suggestions as to what else to add to this special version of the game.
(This may not be how he looks I made change the hue/colorization a tad)
Other than kickstarter I've been working on adding a wall item where the player can place a wall block and its affected by gravity.
I think it will be a good addition to the current game, feed back on this would be great.
Also Philip has finished the swamp level music and it sounds pretty good!
Archer Alec IndieDB
Archer Alec Kickstarter
Well that's about it for this week, thanks for reading and feedback as always is appreciated!
This week I've fixed a lot of things and changed a couple of core components about Archer Alec that I think will be for the better.
- Bow power up purchase from Shop
- Trap counter/ Max traps (There is now a max number of traps you can have on a given level)
- Wave Timers
- Slight Level Select Rework
- Online Highscore
- Increased doors Health points
- Monster cave, so monsters dont spawn out of thin air.
Now the one big change I made was Archer Alec works a bit differently.
There will still be biomes but there will be only one level for each biome.
Each level will have a preset # of waves that need to be completed to unlock the next biome and next level.
After those initial waves are gone the player can continue to play to try to get a highscore.
Or move on to a new area.
This way Archer Alec has more of a survival/arcadish feel to the game.
The shop works a little differently too now, every purchase increases the cost of the item by 33%.
The reasoning behind this is as the waves continue the 'difficulty' becomes harder and makes more monsters in the wave so the player also gets more gold because gold is dropped by the monsters.
And I need your guys help on this one, I'm not sure what to do. I could try to get on Kickstarter, Or I could work on the game more get all the biomes done. I just don't know if people would be willing to spend 2-3$ On a game like this(the finished game of course).
So I guess my options are...
1. Get on Kickstarter
2. Get more of the game finished.
I will be doing #2 regardless its just Kickstarter would be a way for me to see if people actually wanted to play this/pay for it. Im just unsure about Kickstarter as I am a one man team, pretty much other than Philip (he makes all the music) ,and this would be a way for me to break into the gaming industry. Im just super nervous about it :/
Oh and here is a link to the download make sure to extract the files!
Thanks for reading everyone, feed back is always appreciated.
Hey guys, this week I've worked on the two monsters the Troll Earth Mage
and the Troll Rock Thrower.
I made a video showing what they look like and what they do.
It has a little bit of a jitter in the video something happened while rendering.
Im getting a demo ready, so that people can play it, Im going to try to get the demo to people like Total Biscuit and try to get in on his "Wtf is"
series. But before I send it off to anyone Im going to be polishing it this upcoming week.
One of the problems with the game is there needs to be more of a incentive to stay within the castle or near it.
So far my solution is this.
The amount of monsters is going to be lower.
The HP/Attack power of the monsters is going to be higher.
Traps will be cheaper to purchase but there will be a number of how many traps you can have on the level at one time.
Also I need opinions on this.
Should the player be able to shoot and move at the same time, or should it stay the same(takes about 1.5 seconds to shoot an arrow).
Once the demo is polished i'm going to take a leap and go to Kick Starter
Hopefully this will all go well and I can finish Archer Alec Sometime in early January.
Oh and Indie Of the year is being voted for on IndieDB, If we got Archer Alec in the top 100 that would really help.
Thanks for reading guys, and as always feed back is appreciated
Hey guys I've been working on the swamp biome for the past couple of days but I went back and made a download for the the first 4 Levels of the game.
I haven't added in a controls menu so:
LeftClick: Place Trap / Buy Trap
SpaceBar: Open/Close doors.
MouseWheel: Scroll through trap bar.
Thanks, feedback/suggestions are always appreciated.
Hey everyone, this isn't really an update on Archer Alec, more of an update on.. myself!
I'm now going to be working full time on Archer Alec.
I'm announcing this because Lately I've had a lack of motivation and have been procrastinating and just sitting around accomplishing nothing.
To help me transition into a 'Full Time Indie' im going to be doing several things.
-New dedicated work area (another room in the house)
-A laptop to work on the game, only having the development tools on the computer to avoid any distractions
-An actual schedule for working
-'Work days'(Monday-Friday) 'Break days'(Sat=Sun)
Removing all of the distractions and putting my self in a somewhat new environment will hopefully allow me to work more productively.
Along with all these changes, expect to see bigger updates.
Thank you guys a lot, it might not seem like a lot but all the comments/criticizing helps me a ton.
It helps me stay focused and motivated.
Will be coming out with another update in a couple days if all goes as planned!
Lately I've been working on the Swamp Biome, the second area the player will go once done with the Forest Biome.
New Monsters for this area will probably be.
Im still working on it but the general concept for the swamp biome is there.
And if you havent yet you can check out archer alec on indieDB!
Thanks for reading will be bringing more updates next week once I get in contact with the guy doing the music!
Also any suggestions/feedback is appreciated.
- New Arrow Trap (wall)
- Forest Music
- Main Menu Music
- GameOver Music
- Level Select Music
- Eight new Levels
- Music will be on the Archer Alec page on IndieDB (http://www.indiedb.c...mes/archer-alec)
NEED ALPHA TESTERS!
(email Habituegames@gmail.com or PM me for more information)
Arrow Trap (wall)
The arrow trap can be placed on walls.
It shoots out arrows that do roughly the same amount of damage that the player does.
It has a cooldown rate of anywhere between 2-5 seconds.
Also a picture of it in game.
Here are three arrow traps on the wall.
Oh and if you havent checked us out on IndieDB!
Thank you for reading, Feed back is always appreciated!
These past few days has been focusing on music, and designing new traps and balancing said new traps.
The new trap is not in this video, but this video does show the new monster, Goblin Spear Jabber
And has music!
We are planning to go into 'Alpha' once we get some more work done on the game.
Also check out our page on Desura (that is where we will be selling this once its ready)
Desura is also where I archive a lot of the games Art and videos!
Thanks for reading!
As always feedback is greatly appreciated!
It's been awhile since I made a post here, i've been working on the game a lot lately and haven't had much time to give you guys an update.
So far whats been done since the last post.
-NEW MONSTER! Goblin SpearJabber
-Numerous bug fixing.
And a demonstration of the traps!
I've updated my website some as well. And I got accepted onto IndieDB!
While working on the game I noticed a distinct lack of music so, I found someone that will be doing all the music for Archer Alec
and we are very excited.
Hopefully we will be trying to get the game to a point where we can have people test it in the upcoming weeks.
This past week i've been working on the Goblin Catapult "monster".
These catapults are equipped with highly trained goblins, allowing them to throw rocks at maximum efficiency.
Here is a video showing them in action and what they do to castles.
Thanks for reading feedback is appreciated!
This past week i've been implementing a new animation engine, along with better arrow physics and everything is now based on a 8x8 grid.
The castle is now destructible and I've added two new monsters.
Goblin Looter -
Attack Damage: Low
Special: Loots the castle's chest and causes the player to get a lower end score on the level, so make sure these are dead!
Goblin FireMage -
Attack Damage: Medium
Special: Casts Fireballs that can damage the player as well as the castle and all other structures.
The player now has a cast time when shooting the bow along with an animation for it.
GoblinLooters take about 3 seconds to take gold from the chest than proceed to take it back to their base.
This week, I smoothed out the lighting system, made a new monster and I've made the Gui
which holds the XpBar HpBar AP(Attribute points) and the 4 attributes.
Also I've added a Archer Skeleton and Barricades!
And The Skeleton Archer
Thanks for reading will be bringing more updates next week.
Feedback is appreciated!
No pictures todays but, what I have been working on is a experience and leveling system.
You gain experience by killing monsters, when you level you will be awarded one "point"
Points will be used in a attribute system.
Your attributes will be
AttackPower: How much damage you do.
AttackSpeed: How fast you can charge your bow.
MoveSpeed: How fast you move.
Health: How much health you have.
The gui will probably be in the bottom of the screen and consist of the 4 attributes, with the crystal/chest(main monster goal) health in the center
Along with a long experience bar at the bottom, and the player health above that.
Archer Alec has changed dramatically since the beginning of this devlog, most game mechanics such as the random generation where thrown out the window, along with the biome system, biomes may return but everything will be hand made by me.
Archer Alec will be Castle Defence game essentially
Thank you for reading, thank you for even viewing this as it encourages me to continue to develop this game!
As always feedback is greatly appreciated