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About this blog

Can you help Sarah beat cancer? 

Free Rogue-like rpg IOS Game

Download Now: https://itunes.apple.com/us/app/sos-cc/id1410850484?mt=8

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https://Twitter.com/SOSCCTheGame

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https://sos-cc.org/the-video-game

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admin@sos-cc.org

 

Entries in this blog

 

Mobile Huge Update v1.4: Our biggest update yet

Will be submitted to apple today.  Here are the notes: HUGE UPDATE: New Additions: Added GameCenter Compatibility!! Achievements have been added 13 achievements worth 725 points  more to be added in following updates with new content Leaderboards have been added With the addition of Leaderboards all players stats of Max Number of Endless rooms reached has been reset to 0. First leaderboard is to see who can clear the most rooms in endless mode.  Play against your friends and the world. There will be more leaderboards added in the future for new game modes. Can also Challenge friends To access Achievements and Leaderboards click on the Icon in the options menu Completely Overhauled the SOSopedia New Background Re-wrote some text for better clarity Added a TIPS & HINTS screen to the SOSopedia!! tips on playing straight from the developer. This will help you progress in the game. Created 2 new menu screens and Chapter 2 un-lockable to play anytime! Story Mode Now when you beat chapter 1 chapter 2 will be unlocked.  You can select Chapter 2 and play that chapter without having to play through chapter 1 again.  This will only unlock after beating chapter 1 post update. Beating chapter 2 now will unlock Chapter 3 when it’s released! Game Modes Endless mode is now located under here More Game Modes will be added next update!! if you have unlocked endless mode by beating game or paying 100 coins then all other game modes will be unlocked when released! These upcoming game modes will change the way you play the game! New Player Animation when you find a Special Item! Gameplay: Further balancing done on difficulty of beginning part of the game lowered the HP of NoGen, Patho, and Viral.  Increased the chance of getting coins, half hearts and full hearts to drop from Germs when destroyed Boxes and Grass no longer drop hearts only coins and firecrackers. Lowered the speed of the fireballs from the Washing Machine, Firefly, and Chronic this will help you time you dodging skills and give a greater chance to get out of the way Adjusted the collision mask on the holes, so if you don’t accidentally fall in if walking to close. Radiation Power up now works on Chapter 1 boss and Chapter 2 boss, making this rare item even more powerful! Bug Fixes: Fixed info text for Heart Increase and Stamina Increase to reflect the new price changes Lighting effects were not being turned off in Endless mode if it was disabled in options, this is now fixed Fixed a bug where Endless mode was adding rooms to the max number of rooms cleared if you got game over and played endless mode again, this was fixed and all players have been reset to 0 for leaderboards. Re centered locked text for endless mode and added text  Re centered text on no save file found for continue game visual improvements and optimizations made Next Update will Introduce New Gameplay Modes and hopefully iCloud backup!!
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SOS-CC

 

Mobile SOSCC v1.3 Changelog

Hey All, The update has been submitted to Apple! Here is the changelog of all the changes.  It turned out to be a pretty big update. Next update will focus on integrating GameCenter, Leaderboards for Endless Runs, Cloud backup, and Achievements!!   Game is Completely and Fully MFI Compatible! Play the entire game without ever having to touch the screen with an MFI controller connected. Now when you connect an MFI controller the onscreen buttons no longer show No more blocking the view with your thumbs and buttons if you disconnect the controller while playing the buttons will re-appear Precise controls Can now control Title Screen, Store (Pharmacy), Option Menu’s, and Pause/Inventory Screen with the controller! All interactive objects like diary pages, signs, and medical supplies are controller compatible! Updated the Controller+ How To screen with updated description for the new controls Improvements Made: Adjusted the IAP  it will now award 100 coins (from 50) every purchase Added new Shop (Pharmacy) Upgrade you can now unlock Endless mode using 100 coins Permanent unlock you can still unlock endless mode by completing the game, but now for those who wish to unlock it with coins can do so.  REQUESTED CHANGE: Made some balance/difficulty changes Now the game starts off easy and progressively gets harder Each Germ type will slowly be introduced so you can learn their attack behavior HP of each Germ is lowered in their easy variant The chance for coins to drop has increased greatly in the easy rooms!! this way you can quickly earn some coins to get some upgrades that will make the harder parts of the game easier Hearts and half hearts have a greater chance of dropping during the easy rooms remember if you don’t need the heart come back for it later!!   View the full article  

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Mobile Update 1.3 MFI Controller, New Store Upgrade, Difficulty Balance

Hey All, This update was mostly focused on the MFI Controller.  The game was playable using the controller at launch but was limited to just controlling the main character.  Now the game is FULLY compatible with the controller. You can play the whole game, control menus, buy items, etc WITHOUT EVER touching the screen.  Very exciting! Also the IAP now gives you 100 coins instead of 50.  DOUBLE THE COINS!!! There is also now an option to unlock Endless Mode with 100 Coins! Or you can do it for free by beating the game. Last thing is difficulty balancing.  I was getting reports the game was too hard and people could not get past the first room.  So now the difficulty starts of easy and slowly gets harder.  This will allow people to learn the mechanics, enemies, and how to play while earning coins and they feel like they are progressing. This update will be submitted to Apple tomorrow so you should hopefully have it for the weekend. Thanks All, Here is a video:  
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Mobile Update 1.3 Question

Hello All, Finalizing the next update now. This update is focused on MFI controller. The game will be completely playable using the controller and you will never have to use the touch screen. Almost complete. Question I have is I want to roll into this update some balancing to difficulty. I am getting reports the game is too hard right away. I have some thoughts on how to ease into the pain but wanted your opinions as well. Here are my thoughts: Slowly introduce the “harder” Germ enemies Lower the HP of the enemies in the starting rooms Lower the number of enemies that can be spawned into the room Combination of the above or all of them What are your thoughts? Thanks!
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SOS-CC

 

Mobile Update 1.2 Submitted to Apple – In memory of Sarah Curtis

Hello All, It is with an extremely heavy and painful heart to tell you that my precious Sarah has passed away peacefully on Saturday, September 1st.  The game is now in memory of her. More details can be found on the main blog @ https://sos-cc.org The update, 1.2, was submitted to Apple today.  Here is the change log: Updated the following screens in how to play section: Inventory, Inventory +, Interface, medical supplies, and Controls Updated the following screens in SOSopedia Boss, Hazards, Items, and Enemies All How To menu screens are now pop up windows instead of whole screen allows for better quality and a cleaner interface tap window to close when done Created Video (Graphic) Options to turn on/off graphics able to turn off advanced lighting this is a big performance boost to old iPhones and iPads if turned off able to turn on VSync this can help potential screen tearing.   Only advised to turn this on for new iPhones and iPads as it takes lots of resources this is OFF by default able to turn off particles this will provide a performance boost to older devices when turned off fixed a bug where if you quit game it counted it as 2 played games in the stats menu now quitting a game does not count as a played game played game only counts if you get victory or game over adjusted hit animation when attacking germs to be larger in size so it stands out and has more impact adjusted shine animation when picking up items to be larger so it has more impact Fixed the text on the medical cabinet  not overlapped with proceeded category Heart increase purchase text changed adjusted the text drawn to the screen decreased starting prices of ImmunoTherapy and Heart Increase in the medical cabinet ImmunoTherapy starting price is now 10 coins Increase Hearts starting prices is now 5 coins Reduced the cost of 2nd and 3rd permanent upgrade for Heart and Stamina Increase in the pharmacy 2nd upgrade now cost 50 coins and 3rd upgrade cost 100 coins updated splash screen Fixed a bug on the continue game option where it would still play title track and not appropriate chapter song Fixed a bug where if you un-paused the game with the quit dialog box open it would still be on the screen, this now no longer happens View the full article    

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Mobile Update To Game Version 1.1

Update is now live!! Here are the changes: Optimizations and bug fixes now works on iPad mini 1st Gen, should also work on as low as an iPhone 6 further optimization will be done moving forward but it’s at least playable on older devices now also it now runs even better on newer devices! Added a Dialog Box to ask you if you are sure you want to quit game when selected from pause screen Fixed Endless mode not staying unlocked after you completed the game if you had beaten the game already endless mode will be unlocked after you update Fixed an issue with MFI controller that would give a fatal error if you tried pausing the game on Menu Screen, Transition Screens, and Game Over screens Fixed a bug where enemies were not being re-spawned from an already visited room from previous game Fixed a bug where the Item Icons would not appear on the onscreen buttons on a new game following a game over.  Next Update will be further Optimizations for older devices.  Will be including a graphics option screen to turn off advanced graphics for increased performance.  Also plan on doing more updates with the MFI controller to give menu controls.   Thanks to for downloading and playing and providing feedback.   View the full article  

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Submitted to Apple

The game has been submitted to Apple for approval. I hope they can approve this fast. I really want this game released while my wife Sarah is still with us. It was part of our dream to have this out and I want her to whiteness it. Please ask Apple to fast track this for us.
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Week 23 – Release Trailer and Complete

Hey All, Sarah is still home on hospice care.  She is comfortable but steadily declining.  Only thing we can do is be by her side and talk about memories, good times, and how much we love her. I’ve tried my hardest while she was sleeping to get this game completed so I can submit to Apple.  I’m proud to say it paid off and the game is DONE for release.  I will be submitting the game to APPLE tomorrow.  If anyone has any contacts there and can help with a fast review approval process I would appreciate it.  I would like to have the game released while Sarah is still with us. Here is the change log: Endless Mode finished Stats track how many rooms were cleared per run and you highest number of rooms cleared is saved as a “High Score” in the SOSopedia All rooms from Chapter 1 and 2 (excluding some secret rooms and award rooms) are included in endless mode even INCLUDING boss rooms! Every room you get is randomly chosen and is completely different every play through the music track for this mode is the title track by Dale North in order to access Endless Mode you must complete both chapter 1 and 2 in one play through Created all the Pill Buttons for the Diary Entries in SOSopedia Once you find them in the game they will unlock in this section so you can read them at any time you have to find them in the game world and collect them all to get the whole story All Diary Pages are created there are 20 diary entries in total for chapter 1 & 2 conclusion of the story will be released in chapter 3 with approximately 10 more diary pages made fireball slightly smaller when fired from Patho Fireball now has a “fire” sound when it’s flying through the air. Fireballs are now destroyed when you leave the room now if you re enter a room you don’t get a surprise fireball to the face fixed a nasty bug with all the fade out/in and screen transitions not clearing out and still running fixed the issue where items that were not collected in rooms (like hearts and coins) were not saved to the auto save, now they are Optimized Chapter 1 Optimized Chapter 2 Optimized Endless Mode newest TestFlight went out to testers Fixed a bug where if the player lost all health and destroyed a germ at the same time an error would crash the game Added “chapter 3 coming soon” text to game completion screen Created readable interactive signs with information for the following rooms: Chapter 1 and 2 Starting Room Chapter 1 and 2 Path Rooms Chapter 1 and 2 Locked Rooms Starting Room of Endless Mode Made the background of the sign text box blurry so the text is easier to read Changed the text back to the normal standard yellow color. Official Game Release trailer released, watch below  
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Mobile Week 22 – How, Why, When

Hello All, I know this blog is many days past the usual time I write them and I wish I could say it was for a good reason but unfortunately that is not the case.   My wife finally got to come home from the hospital after her surgery last Friday the 10th.  However by that Tuesday she had taken a turn for the worse.  Her vitals were extremely low, oxygen was just below 80 and her skin was changing color.  Per the home nurse and my Primary Care Doctor the best decision would be to get hospice involved.   My Wife’s one wish was to be in our home and not in a hospital.  This is of course what I am doing for her.  My wife is still home and I am taking care of her.  Her vitals have improved however she is not eating food.  She is however drinking water and going to the bathroom.   Hospice gave her only days to live and she has already shown them that was false.  My wife is a fighter and the strongest person I have ever met.  She is fighting for her life and I will fight with her.  Tomorrow I begin conversations with Dr’s on what if anything we can do moving forward to keep her with us and to make sure we looked behind every corner and not missing anything.  Right now I am cherishing every moment I can with her even if it’s only watching her sleep.  I have not left her side.  She is my best friend and my soulmate and if I could I would give up my life for hers. 22 Weeks ago I began this project of working on this video game.  The reason why was because of a dream.  One night my wife and I were talking about the possible outcome that could happen with her cancer diagnosis.  It was a hard conversation but one that was necessary.  It was that night I had a dream she had passed away.  To cope with death and to honor my wife I had built a video game about her and about cancer.  It was played by kids and adults and helped put a smile on the faces that were dealing with the disease.  It had also helped myself and my kids cope.  When I woke up I was crying.  It felt so real. That day I told my wife about my dream and she began to cry.  She said however she was happy that in my dream we were able to move on and cope.  In my dream the name of the game was Saving our Sarah Cervical Cancer.  It was more than a game though it was a group put together to help all women with cervical cancer and men with what their wifes, girlfriends, mothers, etc had to deal with.  Also the acronym for Saving Our Sarah is SOS which also an acronym for HELP.  So the game is called SOS-CC.  Help Cervical Cancer and Saving our Sarah. I decided I did not want to wait to create this.  I wanted to create this with Sarah.  I wanted her to be involved and I wanted her to see this being done.  I wanted her to see the game, to be able to play the game, and for it to become a reality.  So we started this together.  She gave her input on how she wanted it to look and helped with the creativity.  It was fun to do together.  I planned on having the game release on September 18th in the Apple IOS store.  All along I was trying to finish this game as quickly as I could.  I wanted to release the game so that Sarah could see it completed.  This may not happen, but at least she helped create it, she got to play it, and she knows it will become reality. The one thing she asked me so far while she has been home is, “You better finish that game and release it!”  I promised her that will definitely happen.  This game will get finished and it will be updated regularly.  This is going to be in honor or my wife.  In memory of her and for everyone else that has to deal with the horrors of cancer. I will try and make the Sept 18th release window but it may be delayed.  I have not worked on the game since she’s been home as I cannot leave her side.  Below is the change log that I got done before she came home. Also below is an almost 2 min video.  Please watch and listen to this video.  This song has been custom created for Sarah by Dale North.  It is the title track of the game.  It’s beautiful and Sarah loves it! Thanks Everyone. Completely re-designed and finished Title Menu and all option menus updated all button icons they are now pills with white text, blue text when selected re arranged the buttons on the how to section added random icon to some of the menu screens updated some how to screens re – designed the Store (pharmacy) IAP has a proper icon and description all descriptions are now in the info section of each purchasable item can be accessed by pressing the “I” icon next to the item Added How To areas for: controller navigation store fixed some bugs that were found by play testing Turned on some V-sync to stop some screen tearing from the on screen joystick Created a section in the menu for all the Diary pages you find once found in game they will be unlocked in the menu so you can read them later on, so you can “collect” them all All SFX are now completed and in the game, thanks @LUIS they all sound amazing! adjusted the volume on some SFX Transition screens complete chapter 1 & 2 title and transition screens chapter 2 completion transition screen endless mode transition screen new fireball sprite and destroy animation courtesy of Irina Mir (irmirx) Endless mode is now locked until you complete the game transition displays the highest number of rooms reached in one run always start endless run in the bedroom Your now able to purchase the health and stamina upgrade 3 times (instead of 2) in the store (pharmacy) if you purchase both 3 times you will double your starting health and stamina!! Credits Screen done Once you reach the boss room you can no longer backtrack.  Get all the items you need before you enter boss room Made some changes to game over screen added story context text removed main menu button and now it’s tap anywhere to continue lowered health damage of falling in holes to half a heart only hazard that depletes 1 whole heart from Sarah are the spikes Main theme song has been created by Dale North exclusively for this game. It is the most amazing piece of music I have heard and for it to be written for this game and my wife means so much to me.  Thank you Dale! Moved diary page to the SOSopedia created a dedicated stats page in SOSopedia now tracks total time played as well as other stats from game over screen resolved a bug where Sarah was not invincible for 1 second after falling into a hole and re-spawning    
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Mobile Week 21; Dale North!, MFI, Dodge, Dust, TOO MUCH TO LIST!!!!

Hello All, Well we are wrapping everything up nicely for release.  We are looking at August 21st as the absolute last day to submit to Apple.  Shooting for sometime next week for submitting.  Will let everyone know when we submit. My wife, Sarah, is still recovering in the hospital.  She was set to come home today but is down 2 bags of blood so she needs to get a transfusion.  So hopefully tomorrow she will be back home. There was a ton of work done on the game.  It has been extremely rough for me emotionally.  I’ve had my real downs.  Creating and working on this game is definitely therapy for me.  I completely understand why musicians and artists turn to there work as therapy, it really does work.  If I didn’t have this and my kids I would be an absolute wreck.  My kids keep me focused and remind me that they need me as much as I need them, they are definitely a rock for me right now. We had a surprise that happened this week.  As I was spending the night with my wife in the hospital we were presented with the opportunity to have legendary Dale North compose the in game music.  If you do not know of Dale North please check him out here:  dalenorthmusic.com He is extremely talented and has worked on a lot of well known video games.  We are blessed to have him on our game and I cannot wait to hear what he has for me and share it with you all.  More to come!! Luis will still be creating the game’s sound effects as previously announced. Here is the changelog: Dale North will be doing the music for the game!!! Added Chapter 2 game over screen now if you get game over from any room in chapter 2 you get the appropriate game over screen MFI Controller Compatible!! Working Great on my Nimbus, very excited about this. Secret Rooms for Chapter 2 have been created, tested, and added. Testing complete for Chapter 2 (This took a good amount of time as I was very thorough) lots of bugs fixed thanks to beta testers as well New and probably last test build was submitted to test flight you can now dodge enemies and fireballs when you roll you are invincible during the first half of the roll this little change makes a huge difference in the mechanics very fun and helpful to roll around and dodge Player now kicks out dust when they roll Adjusted the lighting on all Chapter 1 dark rooms Corrected splash page Completed Intro of Boss (Chronic) in Chapter 2 Chronic is now fully animated and the room layout is complete! adjusted the boss’s multiple health max (yes there are multiple spots it has different health) Changed text boxes to contextual based text boxes now the background of the text box will look like the interactive object great visual seeing how this is the way you will learn the story added a subtle glowing star above the paper as a visual tell so you can identify where they are added a red type color to the text on the sign.  After going through every type of color this was the only color that you could easily see that was closest to the color palette used in the game. Fixed a bug with the pickups spawned from grass on Chapter 2 not being centered added smoke effect when the Doors and Gates are destroyed IAP created, tested, verified, and working don’t have the finished graphics for this yet so just a test button placeholder being used for supporting us for the cost of .99 cents (less than a coffee) we give you 50 coins in return and a huge thank you! 50% of all proceeds we will donate to DanaFarber for cervical cancer research!   Here is a quick video just showcasing some of the changes made and the additions without spoiling anything to much.  I need some of this to be a surprise! Thank you and please let us know your thoughts, comments, criticism, etc.  
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Mobile Week 20; Options Menu, SOSopedia, Stats, and Store

Hey All, We  now just finished week 20 of development.  It’s amazing to actually see how much we have accomplished in 5 months, and to see what was in my head actually playable and alive.  We are down to the last final weeks.  I would like to have everything done in the next 2 weeks and by week 22 have the release build sent to Apple for approval.  If everything goes as planned we will release the game on September 18th.  With the first game content update arriving shortly after that. Wife is still in the hospital but she is on the road to recovery.  Thank you to everyone for your thoughts and prayers, it has been a tough 16 days. Here is the Week 20 Change log: Completely re-hauled the options menu re organized, cleaned up, and changed some screenshots and text on the how to play category added an SOSopedia description of enemies, boss, items, and hazards all the enemies and bosses now have names! also the home of the games credits (these are not complete yet, just an empty screen right now) added audio section you can now turn off music and or SFX your own music can play in the background if you turn all audio off (both music and SFX) Added more sounds we almost have the sounds complete only need about 5 more SFX.  Luis is wrapping up on that now. further testing on chapter 2 levels, making necessary tweaks and bug fixes as they are found.  The entire randomization engine has been updated for Chapter 2. testing just needs to be done. fixed the loot drop % from grass, was too high. created pharmacy shop menu (Store) you can permanently increase heart by 1 (can be purchased twice, second time more expensive) you can permanently increase stamina by 1 (can be purchased twice, second time more expensive) upgrade the medical cabinet in game store to version 2.0.  This lowers all prices by 1/2. start every run with 1 firecracker in inventory Only thing to add is the 1 and only IAP.  This will be some in game currency for  $1.99.  Talking with DanaFarber on donating some of the IAP profits to them. Created Official Game Icon Added Game Stats to Game Over Screen (I am really excited about this, I like stats) shows how long your run was how many germs defeated that run how many germs defeated total and total amount of games played Created a new player sprite for item found will implement this animation shortly. Updated, Polished, and Completed all the secret rooms for Chapter 1.   Created Boss 1 defeat animation and reward.  Also transition to Chapter 2 complete Created sprite and object for fence piece in chapter 2 that leads to secret room updated pause/inventory screen with a visual for how to select items Next 2 weeks will def be busy trying to get the rest done, but in reality there really is not much more to do for the initial release. Thanks, Here is a video showing off the new layout in options.  Showing the SOSopedia screens and the Pharmacy, store for permanent upgrades. Second video here is showing off the updated pause/inventory screen, final prices on medical cabinet before store 2.0 upgrade, and the game over screen with stats. I have a lot of hearts for debugging and testing purposes.
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Mobile Week 19 – Sound, Chapter 2, and Improvements

Hey All, Sorry this is a day later than usual.  It has been a crazy week.  The wife is still in the hospital and had emergency surgery on Tuesday.  Spent lots of time in the hospital and with kids.  Got stuff done in the downtime. Here is the change log: adjusted lighting again I am going to change this next week.  I am going to try implementing some shaders to give an even more realistic lighting effect. Chapter 2 randomization layout and 120 rooms COMPLETE! oh yeah boy!  This week will be lots of testing of the rooms. adjusted shop prices so they increase by 2X amount after every purchase prevent spam buying added grey transparent background to in game shop so it’s easier to see added grey background to the GUI elements so they pop more and don’t blend into background improved collision engine.  Now flying germs can fly over the holes in the floor.  Ground type germs cannot go over holes. Items will not spawn in a hole and also fireballs now fly over holes.  AHH PHYSICS! cleaned up game over screen so GUI elements are no longer present some improvements are slated for this screen like playtime, etc. fixed a bug so theres no longer a delay in animation when player reaches 0 health added splash screen to game Dedication to my wife, kids, and anyone that has had to deal with the shit of cancer.  My family and myself’s heart goes out to all of you. if you have 0 quantity for an item in your inventory the icon now shows a red circle and ! Mark over the item.  Just a visual element so you can quickly see you have 0 for quantity.  Also image reflects in the assigned button.  was asked buy my 8 year old daughter.  She’s a good tester new pause icon Completely re designed Chapter 2 Boss my son roasted me hard on the original design LOL.  It was very jittery and not smooth movements and was just plain bad.  Good thing he did though as the new boss is KILLER! it’s now made up of 10 “bugs”.  I have no idea what kind of bug this is I just created it and need to name it. They all follow each other in a figure 8 “infinity” path in the center of the screen.  The first 5 enemies take 1 hit to destroy.  When they are destroyed they will flash and then blow up.  This forces the player to not stand in one spot and have to move around. The remaining  5 will now move much faster and require 2 hits to destroy.  They also explode as well. Need to create an Intro for the boss but the son came up with the perfect intro so now I just need to create it, it’s going to be sick. Also I’m going to be throwing in some room hazards to make it even more interesting Created new potion: Chemotherapy.  Sacrifice -1 stamina for +1 heart increase will you take the sacrifice?  Will it serve a better purpose? New power up: Radiation: Destroy’s all germs in the current room. This power up is OP.  For this reason this will be EXTREMELY rare.  I mean very very rare.  It completely destroys all enemies on screen when used. new environmental effect for Chapter 2:  Rain pretty sweet particle effect. Firefly can now fly around the campfire as well as a bush.  this prevents the player from hiding behind the bush to escape the fireballs from explosion. Started to add sounds.  Not all of them are done yet.  Sounds are being done by Luis.  Check him out on twitter and instagram! @luismipv Instagram He is very talented and I’m very happy with the outcome of the sounds.  Can’t wait to have the rest of them.  It’s so exciting that the game actually has it’s own custom music and sounds. First video is showcasing the sounds, check this out and let me know what you think.   Second video here is a sneak peak at chapter 2 boss!  There are no room hazards here but there will be in final version: Thank you everyone and best wishes to all, till next week.  
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SOS-CC

SOS-CC

 

Mobile Week 18; Chapter 2, Chapter 2 Boss, In Game Store, and More!

Hey All, Another busy week.  The wife is still in the hospital.  I know everyone has a different religion, but whatever religion that may be please send prayers her way, it’s much appreciated.  She currently has an infection and with ImmunoTherapy this needs to be treated immediately.  It is very difficult times for us right now.  Working on the game is definitely an escape and keeps my mind busy from going down a rabbit hole of thoughts with everything going on. Lots was done with the game.  Here is a breakdown: In Game store created.  At the start of each chapter in the starting room there will be a medical supplies cabinet.  By interacting with this you are given the option to buy firecrackers, immunotherapy, and a temporary heart increase.  You can use the coins that you gain by playing the game.  The more coins you can save up the easier it will make the next run. In game coins are now saved from previous runs.  Every run will make you stronger.  The coins collected are now saved to your coin pool.  You can now save up coins to use in the in game store. I changed the world layout of chapter 1.  While I was planning out Chapter 2 I came up with this idea and wanted to implement it for Chapter 1 as well.  Now in the path room where it splits off into 3 paths it will no longer be an easy, medium, or hard path.  Now at the start of each game one of these paths are chosen as the path that leads to the boss.  So you have a 33% chance of choosing the correct path.  If you choose the wrong path there will be a locked door right before the boss so you will have to double back and pick another path.  This time you have a 50% chance.  Now most likely I will create an in game item that is a KEY.  This can unlock the locked door if you choose the wrong path, but this item will be costly.  So this is the new layout already working for Chapter 1 and this is what will be used for Chapter 2 and all other following chapters. Chapter 2 has been started.  I have created the starting room.  The complete room layout is done.  This chapter the rooms will run vertical, so doors on top and bottom.  Also you will see this Chapter is OUTSIDE!  This Chapter is titled “The Garden”.  Chapter 1 is called “The House” . These names will make sense once you learn the story. Chapter 2 Boss has been created and almost complete.  The only thing I need to do is the boss intro.  He does not have a name yet.  I will show him off only a little in the video.  He has a very interesting mechanic to him.  He is a 20 crab like guys that are all attached.  If you kill off one of them it will split them into smaller pieces.  All of them have to be killed to finish him off.  There’s two of them total of 10 each.  So as you hit him many pieces can be created. 1 new enemy was created for chapter 2.  You will not encounter this enemy until you reach chapter 2.  He is very unique and different than the other enemies.  He also is not a Germ or Virus.  He is called the FireFly, and that’s really what he is, except much larger.  He does not go out of his way to attack you.  He will continuously fly around a selected bush.  He also will change the direction he is looking so that he is always facing you.  If you get to close he will attack you.  You will have to destroy him to move on, but watch out when you hit him to many times he will begin to flash, once he starts flashing you better run!  He will explode and shoot out fireballs in all directions!! Also created 2 new room hazards.  One is the fire pit.  This fire pit serves two purposes.  Will be a light source in the dark outdoor levels but it also is a hazard.  If you get to close it will hurt you.  So stay away.  The next hazard is the blow dryer.  If you get to close to this it will turn on and blow you away.  Watch out there’s going to be a hole near the blowdryer and you will get blown into it.  You can tell when the blow dryer turns on as you will see the wind.   These two room hazards and new enemy will def allow for some interesting room creations.  I have started on the options menu for the game.  You will see the title screen updated with an icon for Options, Pharmacy (in game store), and you can now see your coins.  You can now tap on options and go to the options screen.  So far I have the tutorial all setup and working.  I will show this off in the video below.  Other options to be added are sound control (once there are sounds and music) and credits screen. Added more sprites to the title screen to be selected randomly. fixed more bugs Also I set it up so the dodge ability is automatically equipped at the start of each game.  This is an ability that everyone has at the start of the game and will most likely be the one that is used the most and every run.  This saves the user time of opening the inventory screen and equipping it. Changed the darkness on the dark rooms so that it’s not so “dark”.  This looks much better in my opinion and helps you see everything better when not lit up. Next I will be working on finishing Chapter 2 with creating all the random rooms.  This should be done within this week.  Also need to finish the options menu and the pharmacy store (permanent upgrades).  Then need to add sound and music and polish the game.  We are sooooo close to being done! Thanks. This video will show off the options menu and tutorial section: https://youtu.be/yVrSuSD_ZnM This video is showing off the in game store (medical supplies) and Chapter 2 “The Garden”.  Just to show it off I have the player going from Chapter 1 starting room directly to chapter 2.  This is only for debug purposes. https://youtu.be/ekwA8n2H9hI
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Mobile Week 17; Huge Update, Testflight, Chapter 1 Complete!

Hey All, Very excited about today’s blog update.  I have to say this is probably the biggest update we have had yet.  So much work went into this update.  Very long nights to get this done.  The wife has started her immunotherapy treatment and we are hoping for the best on that front.  Please send your thoughts her way.There was so much done that I have to try and remember everything: First up is World 1 which is now known as Chapter 1 is complete!!  This was a monstrous undertaking to get done as quickly as we got it done.  There was a total of over 90 rooms that have been created.   Every time you enter a room it’s randomly selected from a pool of 20 rooms.  (this will be expanded in an update.  I coded the game in a way so it’s very easy for me to expand on this) . Then the germs (enemies) selected are completely random (the quantity and type).  The breakable objects are randomly selected (quantity and location).  The odds of getting a loot drop from enemies and boxes is random.  Everything is random.  The only thing not random are placement of room hazards (spikes, crates, holes, slime, and dryers).  These have been carefully crafted and placed to make up the pool of rooms.  However the type of dryer you get is random!  Some dryers are specially marked (you have to figure it out) and will always drop loot (which is random of what type) when destroyed by a firecracker. Secret Rooms is now a thing!  Every time you enter a room there is a chance that room will have a secret room branched off of it.  You can tell by looking for cracks in the wall.  If you see them blow it up with a firecracker and it will lead to a secret room.  All secret rooms will have different contents.  what you get will be completely random, it may be awesome or it may be not so awesome. Touch Controls optimized!  FINALLY fixed a bug in the joystick that has been haunting me.  It would become unresponsive if you were attacking or using another button before you moved with the joystick.  This has been resolved and works very well now.  Also increased the size of the top action button so it’s easier to hit. Lots of bugs were fixed that I found from making the new rooms and play testing.  I think I put in over 10 hours of play testing the new rooms on my phone. Lots of code was also optimized during this process. Sounds.  As you know currently the game has no SFX or Music.  This is all about to change. Teaming up with @luismipv.  Check out his work . He will be doing some sound work for the game. Huge shoutout to him for his help!! TESTFLIGHT!!  The game has been submitted to Apple for the external testflight beta.  As SOOOOON as they approve it (I heard for TestFlight it can take a couple days), it will be available for beta testing.  If you are interested please send me your AppStore email so I can add you to the beta.  Your help and feedback will be very helpful.  We are so excited that we have reached public beta and are very anxious to get feedback from people actually playing the game. Damage!  You now take half hearts of damage.  This is total zelda style right here.  If you get hit by enemies or fireballs you only lose half a heart!  If you fall into a hole or get hit by a spike you take a whole heart, so watch out for those!  This allows a little forgiveness with getting hit by enemies or fireballs and gives you a chance at survivability.  Half Heart refills will be coming as a loot drop as well. Flying Germ  (new names for the enemies are incoming by the way) has been updated!  Now when he flies at you and hits you he will move away and not continue to chase you.  This will give you time to run away after he hits you.  Previously he would continually hit you and it was hard to escape. Toothache boss has had his health bar moved to the bottom of the screen. Increased the speed of the player.  You now move faster.  This gives a great feel to the game.  Feels very smooth, responsive, and allows for quick maneuvering.  Also along with that increased the speed of the roll (dodge, from beanie powerup).  Now you can dodge and roll away from fireballs, spikes, and enemies much easier.  It’s fun now just to run around and roll, has a great feeling to it! Item Rooms!  Now before you get to the end boss there will be an item room.  After you beat the enemies in this room a random item will appear.  It could be very helpful or not helpful at all. Crates are no longer pushable.  I was experiencing a nasty bug with having them interactive.  I know a way around the bug but I don’t want to go this direction right now.  For now I am using them as a blocking obstacle, however they are destructive with your firecracker.  I  will revisit these being pushable later when I have time, I want to concentrate on finishing everything else first. Bat reach is now longer.  Extended the hit box to the very end of the bat.  Now the player can hit the enemies with greater reach and knock them back.  Now you can hit, dodge, and hit again!  It’s very fun. Phew, I think that was everything.  Was def a lot in just a weeks time. Next up is World 2.  This should go fairly quickly.  I will be introducing 1 new boss, 1 new germ, and 1 new room hazard.  After that is complete I will be creating the menus (shop which is known as the pharmacy, and options screens).  Then i will clean up the pause screen and do the tutorial.  We have 2 months to complete this, which should be plenty of time.Chapter 3 (which will be the final chapter) will come as a free update after the game is released. Attached is a video of a new room and a secret room!  Also in the video you can see I only have one half of a heart left! Let me know your thoughts and questions. https://youtu.be/FOIm4JK1ghY 8792A96B-2AE9-4504-85A4-6D386E37E277.MOV   View the full article  

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Mobile Week 16: Pickups, World 1, Bugs fixed

Hey All, WOW it has been 4 months already. I feel it has gone very well. When I look back to the beginning I can’t believe how far the game has come. These next 8 weeks are going to be exciting with the game. First up is I have completed the entire layout of world 1. I can play from the beginning to the end boss on the easy path, medium path, and the hard path. This is very cool to see it all together. I had some bug fixes on the auto save that I had to fix as there were some exploits the player could have taken advantage of, but not anymore. These paths are going to be labeled stage 4 (hard path), stage 3 (medium path), and stage 2 (easy path). The different stages of cancer with the 4th being the hardest to beat. Now that the layout is done this next week I will be designing the rooms. 25+ rooms will be carefully designed with puzzles, room hazards, and enemies. Then they will be randomly selected from every time you enter a room. This part is actually going to be fun. Also done are power ups and items. I have now finished the coding on power ups. You will find these “hidden” through out the game. Items that can increase you hearts (health), increase you stamina, give firecrackers, and give immunotherapy. They will be random drops in item rooms and can be found in secret rooms. Secret rooms will be finished when I design the rest of the rooms. There is one more power up (special attack) that I have planned and will code in the coming weeks. Aside from that I fixed more bugs that got introduced with these enhancements. In this video I am showcasing the items and power ups. I have placed them in the first room so you can see them. I do not want to show any other room at this point as I do not want to spoil anything. Let me know your thoughts in the comments. With 700 views on the last blog you guys need to leave some thoughts for me! Thanks
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Mobile Week 15: Darkness, ToothAche, Immunotherapy

Hey All, I can’t believe it’s almost been 4 months. I am really glad I decided to do these blog posts as it is a sweet log of everything accomplished but also shows how much we have improved. This week is actually a fairly large update. Development went fast as there was very little issues with the new features and everything went smooth (I think a large part is my coding skills are getting vastly improved). So what is new… First up is darkness. A new room hazard and just really cool effect that will be used through the game. The whole room is now dark and the only light you have are from flickering lights on the wall. They are not that strong and only cast out light a short distance. This effect came out great. The closer you get to the center of the light the brighter it is and as you move away it gets darker. This is going to make some really awesome rooms. Here is a video showcasing the lighting. I added it to the starting room just to showcase right now. Second item up is ToothAche!! He is the first boss of the game. He has a very distinct pattern that you have to figure out, BUT he is also random in the choices he makes of where to move, so good luck In the intro he floats down from the ceiling and then shoots out fireballs as he rotates. He then shoots back up and starts smashing down upon you. Watch for the exclamation marks, dodge, then hit, then run. Once he is down to 50% health he changes in appearance and gets angry. He now falls down faster and rises back up faster. Oh also he will randomly crash down and shoot fireballs. Good luck catching him. Watch out for the top and bottom of the room as its full of holes, you are restricted to a specific section. Here’s is a video showcasing him. For debug and testing I have it so as soon as the game starts it goes straight to him. This obviously is only for this reason. The third big feature are immunotherapy potions. My wife, Sarah (Also games main character) just got accepted into an immunotherapy trial. This was only fitting for the game. These will be very rare items in the game. One potion (treatment) restores your health to full. These potions can only be bought with in game currency you earn by playing the game. They will definitely help you in times of need. For testing and debug purposes I gave myself 2 potions in my inventory. Watch the video as I will select them and use them for a quick restore as I am fighting the boss. Aside from that there were more bugs ironed out. I am fixing each bug as it’s discovered so I don’t “forget” any or have it turn into a larger issue. Next thing I am working on this week is finishing all the rooms for world 1, and I mean it this time. I am finally done with everything needed to make this possible. World 2 will be very fast as the core of the game is done and all the artwork for world 2 is nearly complete. We are still on track for September release and TestFlight beta will start in the coming weeks. Thanks all!
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Gameplay Week 14.1 update

Fixed numerous bugs from last update. Showcasing some more features announced in that update. Also added the bat icon to the action on screen button.
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Mobile Week 14: Text Boxes and Artwork

Hey All, Not too much was done on actual coding this week. I worked on a lot of the artwork. Not my favorite part but essential for the game. Did all the artwork for world 2 room designs. This consisted of: Trees Bushes with flowers Picket fence Gate for fence (doors to other rooms) Grass Also created some images for world 1 that I needed so I can finish all the room layouts. This included: TV Dresser World one Boss! Fire (animated will have some particles) Light bulb fixtures with flickering light ( there will be dark rooms with little light) Text boxes What I did code was the text boxes. These will be essential for the game story. You will find diary pages throughout the game world and this is how you will read them and learn the story. (Also adds a collectible element to the game, have to find them all). For now I am showcasing the text boxes with a sign. These will also be found through out the game to give needed information. I just have to make little tweaks to the code so everything is perfect. Next will be working on the light engine for the darker rooms and coding the world 1 boss! Let me know your thoughts, feelings, opinions. Thanks, SOS-CC
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Mobile Week 13; Touch controls done, randomization optimized, headache gone

Hey All, Blog is a day later than usual, there was a bug with saving that I wanted to complete before posting. The auto save feature was not saving some global variables correctly that was needed for the room randomization scripts. In order to resolve this I had to re-write the scripts as it was really messy and caused a huge headache. The re-write is great, I took about 30 lines of code down to about 10 so it was a great optimization at the same time. The good news is though it works flawlessly with auto save now. It works perfectly on the phone so if there’s a crash or you don’t finish a run it auto saves from the last room you cleared and the save is deleted upon game over. Items added for touch controls: Changed size and location of vstick and on screen buttons Made it so the item you equip to a button is now displayed on the button itself!! Added a pause button to the GUI. Pressing this pauses the game and draws the inventory. Hitting pause again un-pauses the screen. Added a go to main menu button on the game over screen Added a continue game button on the title screen. If there is no save present it will display no save found. Bugs fixed: If you have full health hearts are now pushed out of your way. Was a bug stopping this from happening on the phone Save game issue resolved Issue resolved on player not being destroyed on game over Features added: Added smoke to the explosion animation. Slowed the animation down. Changed smoke color on fireballs. Title Screen!! Added what will be the official start screen. This will also be random. The blurred background will be chosen randomly and show different room layouts. The character shown on the right side will also be chosen randomly between all enemies, boss, and player!! Added fade in screen transition for new game There might be some little changes I forgot. Gameplay video showcasing everything above and was on an iPhone 7 Plus.
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Gameplay Week 12 IPhone Gameplay update

The video of the first iPhone gameplay in the last blog was not rotated to landscape view. I have deleted that video (was very hard to watch) and uploaded a new one now that I know how to use iMovie. Let us know what you think and sorry about that.
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Mobile Week 12 – Big update IPhone gameplay!

Hey All, We are now 2 months into the development and moving along nicely. This week I finally faced what I thought would be the biggest hurdle in the development and that was getting the game compiled over to my phone. Fortunately this was not as difficult as I thought it was going to be. I had some very good articles to step through the process of generating the Apple certificates and setting up Xcode. Once I got that all configured, I configured GameMaker for the port and glad to say that on the first try everything worked!! It was a very cool moment in the development to see our game playable on the phone for the first time! So in order for this to be playable, I had to create the touchscreen controls. Went with a virtual stick for movement and virtual buttons for action inputs. All I had to do was map everything over from keyboard and mouse to the touchscreen and MFI controller. Yes the game is coded for touchscreen and MFI controllers, as well as game pads / keyboard and mouse for PC. For now the main menu is not interactive on the alpha phone version. I have it in place so once you tap on the screen it auto selects new game. I will have this interactive in the next week. Touch controls that are complete are: vstick action button for attack 1 power use button pause button(accomplished by tapping the coins counter in top right of screen) will add a pause icon for clarity the whole pause screen, inventory, is interactive with touch controls. What I need to add is one more power up button for the 2nd power up slot, as you can equip and use 2 at the same time. The graphics for the buttons and vstick are not final. These are just placeholders until the final design. Also added a fade out effect to the game over screen when you run out of health. Over the next week I will be finalizing all the touch controls and main menu. Once that is done it’s back to finishing the design of the levels for world 1. The following gameplay video is recorded from my IPhone 7 Plus. All videos and screenshots will now be from the iPhone version of the game. Thanks for reading and checking it out.
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