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About this blog

Forest strike is a round-based Bomberman-like game which features animals, a bunch of items, strategic elements, great pixel-art and explosions (of course).

Entries in this blog

Hi there,

here we go with another weekly Dev Blog. This time we can call it the Bug Fix blog, since I mainly worked on issues that you guys reported.


Bug Fixes

KO Hook

The KO hook is actually a new feature, but it is already available in the Pre alpha 0.0.1.2. and there were quite a few issues. If the character got hit by multiple bombs, multiple hooks were created and had the instance of the character stored. After the instance got destroyed, the hook was still referring to the instance and the game crashed (because it was no able to reference the instance). This issue was fixed this week.

Here is an example of the hook:

Forest Strike - Hook

Current character

Regarding usability, there was an issue of identifying which character you selected. Usually, if you hover over a character, there was an arrow. Now, the arrow is displayed over the current character which is selected as well.

Back button

The right mouse button is now used as a "back"-button. You can navigate to the previous menu from any sub-menu of the title screen or from the character selection. Additionally, you can un-equip the bomb. There was an issue, if you selected the bomb and were not able to put it away. In that case, you would have hit yourself, since you had to place it. Now, you can simple un-equip the bomb by pressing the right mouse button.

Win message

If you managed to defeat your friend, the win message was displayed on the screen. I forgot to reset the message. After starting another game, the message got already displayed. This was fixed this week.

Additionally, there is a "back"-button as well to get to the title screen (should there be an additional button in order to directly go to the character selection as well?). If nobody won the game, a "Draw" is displayed on the screen.

 


I am still working on the issues and most of them will be fixed next week I suppose. The tileset for the next level is almost finished as well. So I may show you the next level soon. Be sure to stay up 2 date! :)

That's it for this update. Thank you for reading! :D

As always, if you have questions or any kind of feedback feel free to post a comment or contact me directly.

Cheers.

 

Hi there,

it's been another week since the last Dev Blog. This one is very special, because I released the first Pre Alpha of Forest Strike.

Pre Alpha

Forest Strike - Pre Alpha

The main goal is to gather as much feedback as possible. The version covers the basics like a title screen, basic settings, a character selection, basic gameplay features and explosions of course.

Here is a link to the Download on IndieDB with basic information.

New Features

Improved shadows

Forest Strike - Improved shadows

I improved the shadows quite a bit. They are now more "solid" as you can see. Also, the shadows on top of the stone blocks are shifted by the height of the block to create the illusion of depth.

New GUI buttons

Forest Strike - New GUI buttons

This week I reworked the GUI buttons for the title screen and the character selection. They are more readable and provide a nice "click" sound as you hover over them. Additionally, I but the copyright stuff on the title screen.

Misc

Forest Strike - Death animations

Currently, I am working on the "death" animations. Actually, the characters shall be unconscious and a hook will pick them up.

Forest Strike - Stone particles

There are stone particles if you destroy a stone. They will fly around and decrease the speed every step.

Forest Strike - Sound Files

Something you never recognized on my GIFs, the game was completely silent. Now I am including a few tracks and sound effects. They may be replaced in future.

The music comes from gamedevmarked.net since I was mainly focusing on the graphics. Maybe, a few of my own tracks will find their place in Forest Strike.

 


That's it for this update. Thank you for reading! :D

As always, if you have questions or any kind of feedback feel free to post a comment or contact me directly.

Cheers.

Hi again!

This week, I was working on the character selection. But, first of all, I want to show you the very first gameplay video which covers a 1vs1 duel. Check it out:

Gameplay

Character selection

Forest Strike - Character selection

Basically, you can start the game with at least two player. Adding players can be done by clicking on the "+"-box. You can of remove a player by clicking on the remove icon under a character box.

Currently, there are two characters available - the fox and the mouse.

You can select up to four player which will be placed differently on the map. You can take a look at the screenshot. The starting points of the player are the "P" blocks:

Forest Strike - Player Position

The screenshot comes from the room editor in Game Maker. (The red blocks are the solid ones).

Discord server

I set up a basic Discord server in order for you to join and talk to me. Check it out here: Discord.gg

I want to be more active on Discord, because it is much easier to provide information and status updates to you. Additionally, I want you to actively talk to me in order to make a real great game, so I would really appreciate any kind of feedback.

Pre alpha

Next week there's going to be the release of my Pre alpha version for you. The goal is to get as much feedback as possible.


That's it for this update. Thank you for reading! :D

As always, if you have questions or any kind of feedback feel free to post a comment or contact me directly.

Cheers.

 

Hi there,

this time I want to show you the following progress: shadows, maximum time per round and the settings menu. Here we go. :)

Forest Strike - Dev Blog #5


Shadows

Forest Strikes has now shadows which gives the whole game more depth and it looks just amazing. Cloud shadows are also implemented by now and will spawn randomly.

The magic behind the shadows is based on following solution. There is a specific layer for the shadows between the objects and the floor. Every step an object iterates over the basic objects and draws the shadow to a specific surface. The surface is then drawn with an alpha of 0.35 on the shadow layer.

Just take a look:

Forest Strike - Shadows

Time per round

Now, you can set a time per round. This is the maximum amount of seconds you have to finish your moves. Currently, it is set up with 30 seconds. In future, you'll be able to set it on your own.

If you are looking for a real challenge, you can use short times. There will be an option with infinite time as well.

Settings

Now, Forest Strike provides a basic settings menu.

You can change the following:

  • language (English, German; others may come in future)
  • resolution (up to 1920 x 1080)
  • fullscreen-mode
  • brightness
  • master volume

Here's a quick click-through of the settings:

Forest Strike - Settings

Pre-alpha

I want to launch a Pre-alpha within the next few weeks. If you are interested in testing the game, contact me or send a message.


That's it for this update. Be sure to follow this blog in order to stay up2date. :3

Thank you for reading! :D

As always, if you have questions or any kind of feedback feel free to post a comment or contact me directly.

Hi there,

this week I was working on following stuff.

Forest Strike - Dev Blog 4


Scaling issues

I was struggling with the scaling issues. As you might have seen, the "pixels" displayed on the screen did not always had the same size. Now, this issue is fixed and it looks way better. Check it out:

Forest Strike - Scaling issue fix

Mouse dragging

Because of the scaling issue, now not all the tiles are visible on one image. In order to navigate through the map, you can now use the mouse and drag the camera around. You're going to use this feature in greater maps in order to navigate your characters and get an overview.

Forest Strike - Mouse dragging

Title screen

Finally, I implemented a title screen. From here, you can navigate to a new game, your settings and exit the game. It is currently under development, so it might change a bit. The background image should stay the same.

Forest Strike - Title Screen


That's it for this update. Be sure to follow this blog in order to stay up2date. :3

Thank you for reading! :D

As always, if you have questions or any kind of feedback feel free to post a comment or contact me directly.

Additionally, if you want to know where I get my ideas regarding pixel arts from, you can check out my Pinterest board.

 

Hi guys and gals! :3

Here's my third blog entry for Forest Strike. This week I was designing the AI, which give me more struggles than expected. So, there's not much graphical stuff to show this time. That's why I am going a little bit more into detail and explain the game a bit.

Forest Strike - Title


Project Idea

Forest strike is a 2D round-based strategy game in pixel-art style featuring animals as characters. Each round is divided into multiple phases, such as:

  • Pre Phase
  • Dice Phase
  • Move Phase
  • Action Phase
  • Post Phase

Pre phase is resetting and initializing needed variables each round.

After the pre phase (which is handled within a single step), the dice phase randomly picks the number of steps you can move.

Now, after we got the number, we finally will be able to move the characters. Moving the characters is limited to an amount of steps (dice phase). During the Move Phase, you can move your characters and use items, such as the simple bomb.

Items are split into two groups: "active" and "passive". Active items will be shown in the inventory and can be used during the Move Phase, while passive ones will influence different values of the game.

The active items are not handled instantly, they get a sequence number and will be handled in the next phase, the Action Phase. If there are items placed (like a bomb), the action phase handles every item sequentially (by their sequence number). This way, the game provides a great variety regarding building your own strategy.

Lastly, the Post Phase checks some stuff and jumps to the Pre Phase.


So, what is planned:

  • a bunch of items, characters and maps
  • different game modes
  • local multiplayer
  • local singleplayer (with AI opponents)

Optional features:

  • online multiplayer
  • story mode
  • boss battles

Technology

The game is running in Game Maker 2 in order to deploy the game to multiple platforms. Additionally, I really love working with Game Maker, because of its simple, yet powerful, UI and features. The software I use to draw the resources is Aesprite. Also, I am learning how to use Pyxel Edit to create awesome tilesets.

Regarding platforms, I want to cover at least Windows, Linux and Mac. Eventually, a mobile export will be done as well with slight modifications.

Currently, no music or sound is included in the game. In future, I will compose a few tracks in Cubase with a few external VSTs (depending on the genre). I'll keep you up to date as soon as I have a few tracks.

Creating sounds has never been one of my strengths, so I’ll have to buy a bundle or hire a composer. Eventually, I’ll try creating a few sounds on my own.


Key Features

New explosion animation

Forest Strike - New explosion animation

I changed the explosion quite a bit. Instead of blowing up the things in one way, I added a small delay to the single explosion.

Random starting player

If you start a game, the starting player is now randomly chosen. Should be a general thing... and this week I implemented it. :D

New character

Forest Strike - Mouse Character

Here we go with another character. I was thinking about a mouse, which reminded me a little bit of forests. Currently, I only did the "idle"-animation.


Thank you for reading! :D

If you have questions or any kind of feedback feel free to post a comment or contact me directly.

Hi there, round 2 of dev blogs! :D

Quite a few new features (and bugs) were implemented this week. Check them out: (just a quick info, I won't be listing bugs ;))

thumb_02.thumb.png.d987286729480660d7da37b8d310252f.png

Key features

New floor tiles

FloorTiles.gif.d1925af482bad2796040bd55be6a734c.gif

The floor tiles changes and I added random grass/flower sprites. Now, the game does not look static anymore. Additionally, the destroy-able blocks are randomly placed at the start of the game.

Cursor sprites

CursorSprite.gif.7f5656598d6047a8452387096727606c.gif

Instead of the old casual windows mouse, I added a bigger hand sprite, which fits the game better.

Inventory

Inventory.gif.eb045b5bfae9e98ebc069e4bf742151d.gif

So, the biggest feature I had to struggle with is the inventory system.

The inventory icon is on the left upper side of the screen. It is only shown, if a character is selected. All active items you obtain will be listed here. The bomb is the only item, which is always shown.

The cursor sprite changes if an item is selected. In this case, I chose the bomb, so the sprite changes to a hand holding a bomb. The item can only be placed on red fields. The red fields depend on the item selected.

Number roll

5a523c197c98a_NumberRoll.gif.36e92764f6270de9336525a045232b0a.gif

Here is a GIF of the random number roll at each round. It represents the number of steps you can walk with your characters. If you gather "Step+" items, a info will be shown within the number roll.

 

Thank you for reading! :D

If you have questions or any kind of feedback feel free to post a comment or contact me directly.

Hi there, I want to introduce you to a project I am working on - "Forest Strike". It is a round-based Bomberman-like game which features animals, a bunch of items, strategic elements, great pixel-art and explosions of course.

thumb_01.1.png

Key features

Movement

Forest Strike is built upon a round-based system. The character moves block by block using the A* path finding algorithm. At the beginning of each round you get a random amount of steps you can move with all your characters. See following example:

Movement.gif

Bombs and Explosions

Forest Strike offers an old-fashioned way to get rid of stones, which are in your way, or to defeat the opponent - Bombs. In each round, you can place as many bombs as you want, but be careful, because they can harm your character as well. Here is an example of using a bomb:

Explosion.gif

Items

There will be a whole bunch of items you can collect in order to gain an advantage over your opponents. Some of them are passive like the "Step+" (increase the amount of steps you can walk) while others will be available in your inventory to select and use manually. Here is a short GIF of a fox collecting an item:

CollectingItem.gif

Thank you for reading! :D

If you have questions or any kind of feedback feel free to post a comment or contact me directly.

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