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.
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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!
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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.
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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:
Bushes with flowers
Gate for fence (doors to other rooms)
Also created some images for world 1 that I needed so I can finish all the room layouts. This included:
World one Boss!
Fire (animated will have some particles)
Light bulb fixtures with flickering light ( there will be dark rooms with little light)
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.
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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.
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
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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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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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:
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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Well we are glad to say that we received enough donations that we are now officially an Apple Developer! We also raised enough funds to buy the GameMaker mobile license for our game! Huge thanks to everyone who helped, seriously this means so much to us.
So what have we done since last update? Well I was working on creating the rest of the room layouts to finish world 1 and noticed I did not have enough hazards or obstacles to create the madness I wanted. So I put that on hold and created some awesome hazards and objects that ought to aggravate the player (in a good way)
List of the objects are:
Washing machines that shoot fireballs. ( weird I know they are just a placeholder. Will be changed to rolled up socks or clothing. But will still hurt you)
Spikes that come up from the floor when you step over them.
Wooden crates. These don’t hurt you but you can move (push only) then around the room. You can block projectiles and they will be used for certain floor switches.
That was all I needed to finish the room layouts…so now I can finally focus on that, but only after I finish touch controls.
I already have the left virtual joystick working and moves the player correctly. I just need to create the virtual buttons. Once that is done I can get the game compiled to my phone to start testing. So that will be the next focus.
Once the on screen controls are done I will finish the room layouts.
If you have questions ask in comments.
Here’s a video showcasing all the room hazards. I put them all in one room to show you them in one video.
You will see:
washing machines shooting
Crates being moved to block fireball
Mucus slowing player down
Spikes coming through floor
Player falling in hole
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Started a thread on TouchArcade. Please join the conversation, ask questions, or leave comments.
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I have moved the blog. There were a couple reasons for this:
- Everything will point to the video games own and new dedicated home page: https://sos-cc.org/the-video-game
- Wordpress is now hosting the blog. They integrate nicely with the video games homepage and I can upload easily from my phone. Direct access to the blog here: https://sosccthegame.wordpress.com/
Thank you for everyone reading and following along. Please follow us at our new location and subscribe to the games newsletter for updates.
Game is scheduled to release in September so follow along for the exciting updates!!
Much smaller update this week. Was focused mainly on code writing. I have finished all the code for the room randomization and have almost finished testing it. So far it’s working great and exactly what I wanted.
With my calculations with room Type A all being random from a pool of 25 different layouts and with enemies always random there’s only 1 out of over 2.6 million of a chance getting the same world layout. I think it’s safe to say you will never play the same game twice.
Out of those 25 different room layouts there will also be puzzle rooms incorporated with that. Mostly consisting of moving boxes to switches or to clear a passage way.
For the next couple weeks I will be focusing on art work. I will be making different color walls so there’s some variation. Once all the rooms are done I will begin coding the puzzles.
I do need 1 more room hazard. This will be a household object that will shoot “something” out. I would like some ideas if you have any in the comments. I’ll pick the one I like and draw it up and give you credit for the idea in the games credits! The only thing I have so far is a washer machine throwing rolled up clothes. So let’s hear some ideas!
Also the GoFundMe has almost reached the goal of $500 dollars!! Thank you to everyone who donated and shared. Please don’t stop we are so close. https://www.gofundme.com/help-family-with-cancer
Also I would like to announce the game will now also be released to android devices as well as IOS.
Till next week, take care and thank you.
I had done a lot of work on the randomization engine. I had the game running and working exactly like Binding of Issac where every room was completely different with different paths to take until it hit the max amount of rooms and displayed the boss room. This took me several days to code and in the end I scrapped the whole system and started over. I did not like the complete randomization it took. I felt like I had less creative control over the rooms and there was so much more I wanted to do that would have required so much more coding and dev work than was really necessary. So I designed an entirely new plan and code.
Now the world will have a structured layout. There will be 3 paths that can be taken. There will be a hard path, medium path, and an easy path. Now on each of these paths there will be a combination of random room generation and static rooms (that do not change). However this will work much differently than originally designed. I will have a pool of 25 rooms (to start more will be created) and each room will pull it's design from the pool of 25 rooms. So you do not know what room you will get ahead of time and each play through will always be different. This method is perfect because I get to creatively hand craft each room in the pool so I do not loose any creative control and it's actually extremely easy to code this randomization. The code is done, now it's just creating the rooms which will be my focus for the next couple weeks.
All details laid out in my plan below:
Please let me know what you think.
Also here is a video of the new screenshake effect when the firecrackers explode:
Also we have started a GoFundMe. Please read about that below. I understand if you are not in a situation where you can donate but please share it on your facebook, twitter, or with friends. It will be greatly appreciated. It's not only to help the development of the game but to help my wife and family.
As suspected we missed last weeks blog so this week is 2 weeks worth of updates. These past 2 weeks I concentrated on converting all graphics from pixel artwork to vector images. The main reason why I decided to go this route is because of scaling. This game is being developed for IOS. I want to be able to hit all devices including as small as the iphone 5C all the way up to the Ipad Pro. While I could have certainly accomplished this with keeping the artwork pixel, I started experimenting with vector images using InkScape. I immediately loved the program and how it made the images look. The good news was I did not completely re draw all images. I used InkScape to import the .png pixel images. Then i used the trace tool in InkScape to convert the images into a vector drawing. At that point I was able to scale the image much larger without loosing any quality. I was then able to make edit's and touchups to the drawing. Next I exported the image as a .png. I had to export it this way because gamemaker only accepts 1 type of vector extension and it happens to be the one type that InkScape does not support as an export.
Once it was imported into gamemaker I changed all the sprites to the vector images and made sure all the objects were calling the correct sprites. Then on most objects used within the game I only had to set the image_xscale = X and image_yscale = image_xscale (with X being the percentage of the image size). Now when it came to drawing actual sprites to the screen, like in the game gui controller, I had to use the draw_sprite_ext() function. Now I ran into some issues where I was using image_xscale to flip the sprites image, like when the player was running left, so i had to re draw that sprite and call it with the sprite_index call as I needed to use image_xscale for scaling the player object.
If people are interested I could write up an entire tutorial on how I accomplished this.
Overall it's a huge upgrade to the games graphics and we really feel like it's a huge advancement forward.
We also squashed a lot of bugs. Also may I add it is very hard and aggravating to duplicate certain issues to see if you fixed a bug when the game is completely random!!
Added some new features as well like:
Smoke trails following the Flying Germ's Fireball (we are very excited about this and will be doing more with effects like this)
Completely re drew the explosion animation and increased the speed.
Made it so you can no longer pick up hearts if you are at full health. If you cannot pick them up you will push them out of the way.
Now that I have written a script for this, this same script is going to be used for future puzzles where you have to push obstacles out of the way and or too certain areas to complete puzzles.
Added new font to the game.
shout out to Soluna Software for the assets, he did an amazing job!
We now have an official logo. The logo is also now on our website (sos-cc.org). With the new logo I have updated the title screen of the game. Now the view size of the title screen is the same resolution as the rest of the game. The menu options are now centered properly in the game and the logo is centered above. I have the background of the screen set to black right now as I do not have any artwork yet to display nor do I really know what I want to do yet.
Changed the save game feature. The game now saves when all enemies in a given room are destroyed. There was a bug in the previous method that made me have to change this. The bug allowed you enter a new room then quit the game and when you hit continue all enemies would be destroyed.
That is all I can think of right now, other than the massive amount of bug fixes. Below is a gameplay video to show off everything discussed above. Just FYI I am purposely playing horrible to show off certain features ;). Next we are going to be working on the procedural generator engine so it designs the rest of the game rooms and is different every play through.
Little bit of a lighter week this week. We have had a set back in my wife's care. The next two weeks may be small in updates as well as she needs to have radiation, in addition to chemo, Mon-Fri each day for the next two weeks. So we have lot's going on and we hope that the radiation is going to resolve the complications that we have run into. It's another reminder of why we want to help people, why we hope the game helps our website and it also helps entertain everyone who has, had, or knows someone with cancer. So again it’s possible we may not have another blog post for the next 2 weeks.
For this week updates included are:
Random Enemy Generation. I have written a script that randomly spawns germs into every room. Not only is the amount of germs spawned in the room completely random, the kind of germ is also random, as well as the position. Also every time the game is now started a new "seed" is generated. Now every play through is completely different with what germs and how many are in each room.
Right now it's calculated so that each room has a 33% chance to either have 3, 4, or 5 germs spawned.
There's also a 33% chance that each type of germ has a chance to spawn.
I have also taken the script I wrote and set it up for breakable objects. So right now the only breakable object in the game are cardboard boxes. So I have set it up so that the boxes are randomly placed in each room and the amount is random. If and when I create more breakable objects they will be added to this script.
I have created readable signs. These signs will provide valuable information to the game world. Also will provide as a quick tutorial in the game first opening room. The signs text will display when you are up against it and facing it.
Did some more work on the shadows.
made more sprites and objects.
The two kids wanted toilets in the game. So there are now toilets in the game. They are objects that will be in the game world to act as on obstacle.
Created caution tape and trash cans. These are also obstacles. Can be combined all together to create barriers to close off parts of the room to make it smaller or to provide larger obstacle.
Created new enemy. He is a wall crawler. He may not be introduced until the 2nd world.
Boxes now leave a crumbled mess behind when they are destroyed.
Falling animation was cleaned up and looks a lot better now.
Sped up animations.
player now swings faster and recovers quicker. This allows for a quicker reaction to hit the flying enemies when they are coming after you. makes game feel "quicker"
sped up enemy destroy animations
sped up cardboard box destroy animation
UPDATE: Updated gameplay video. FPS issue has been resolved and should not run into this anymore!
Another week another great update! So we have several new features that were implemented. First, we now have a start screen with a menu. Right now I'm just using the starting room background for the artwork on the start screen. This is only a place holder and will be changed. Right now the options to select are; New Game, Continue Game, Arena, Store, Credits, and Quit. 3 of these options currently work. New game starts the game and continue game works as designed, more info below on how that system works. Arena mode, the store, and credits are placeholders. The quit option currently quits the game but that will be removed as you do not need that for a mobile title.
Also along the same lines we now have a game over screen. This screen also has the same artwork as the start screen (will be changed later) and displays game over text to hit the space bar to continue. For this screen I will also be creating an animation of the main character spinning and falling on her knees.
So now lets talk about the continue game feature. This does exactly what it states, allows you to continue an ongoing game. There is a save system in place for the game that is making all this work. The save system is an Auto Save feature. The player is not allowed to manually save their progress. Remember this is going to be a "rogue-lite" game. So it will autosave every time the player enters a new room. I found it best to implement it this way as it's a mobile game and if you get interrupted, your last progress of clearing that room will not be lost and you can pick up where you left off. If you get a "game over" the auto save is completely erased. You cannot continue a game after a game over.
The next thing I did was some more tweaking on the shadow engine. I did a lot more work on this to try and get it more realistic. Now the left wall, door, open door, room props, and enemies have shadows. I even added depth to the shadows so if an object goes under a shadow it gets darker from the shadow being casted upon it. Still needs some more tweaking but it looks a lot better.
I will be creating a lighting feature in the game. Some rooms are going to be dark. The only light in the room will be from candles or a flashlight. This will just add more elements to the gameplay and look really cool at the same time.
Created two new objects in the game. These are room hazards. The first one was mentioned in the previous blog post.
Mucus was created. He does not harm the player. He sits on the ground and pulsates a little. If the player runs through the mucus your speed is drastically slowed down while your in the mucus and up to 1 second after you get out of the mucus. This proves to be a huge obstacle when you are running away from an enemy or need to run from an enemy. The second hazard which I am extremely proud of is the hole. There will now be random holes in the floor of the rooms. If you get to close you will fall into the hole. I have also created the animation for falling into the hole. Once you fall into the hole you disappear, lose 1 heart of health, then re appear at the location where you started that room. You will also be slightly invincible while you re spawn just in case you are re spawned next to an enemy (invincible while blinking). I am very pleased with the results of this feature and it's going to be expanded upon. Which leads to the next feature that will be implemented......Secret Rooms!
Secret rooms is the next thing I will be focusing on. In order to access these secret rooms you have to fall through a hole in the floor and be granted by the RNG gods that the hole does not damage you and brings you to the secret room. If you find a secret room through one of the holes you will have the option to purchase upgrades. These can range from +1 heart, +1 stamina, health potion, etc. These can be purchased via coins that are collected while playing. What will be offered will be complete random and will only be temporary for that particular play through. This way every play through is different and you always end up with different stats and upgrades. More on this to come.
Two sound effects have been added to the game. They are for hitting an enemy and using the firecracker explosives. Which reminds me I have not talked about that power-up yet. The firecrackers can be used against all enemies, even damage the main player, and are very powerful. They require 3 stamina for use and do 4 damage. Also a long with this I have cleaned up the pause and inventory screen. I made the dim of the game darker while in the pause screen so you can see the inventory more clear. Also I will be adding a quit to menu option here if you choose to quit back to the main menu, which can be important because doing so will NOT delete that auto save file.
I believe that was everything, if I missed anything I will add it to next weeks blog.
Here is a gameplay video showcasing most of the features discussed in this weeks blog. Please post comments and questions we will respond!
A lot of updates happened this past week, so this will be pretty lengthy. Also I cannot believe we are already 1 month into this project.
We have 2 more enemies that have been created. We are now at a total of 3 enemies (Germs) that are attacking main player (Sarah). We still have not really "officially” named them but they are:
Germ 2 : This is the orange germ with two legs and no arms. He hops around randomly. He does not hop towards or away from the player he more of just roams. However if you get to close to him spikes come out from his left and right side and hit you. It's best to attack this germ from above or below.
Flying Germ: This germ is purple in color and will roam around the room. However if you come within sight of this Germ and he sees you he will come straight for you, also has acceleration in his movement for this. He will continue to chase you until you run or dodge out of his sight where he will then roam. He tries to ram into you doing damage. It's best to come in quick, hit him, and dodge away.
Shooting Germ: This germ can fly but also shoot. He looks the same as the flying germ but is blue in color and has lighter color wings. If this guy sees you he will shoot a fireball towards you. He will not chase you, he is a roamer.
Fun Fact: Germ 1 was created and imported prior to Germ 2 but later scrapped after the creation of Germ 2. So there currently is no Germ 1 in the code.
I have one more Germ that I am working on. He is practically done just need to do some coding for him. This enemy will have no movement to him, he will be a room hazard. He will look like a puddle of slime on the ground, I think we are calling him mucus. If you happen to walk through him he will harm you and possibly even slow you down for a period of time. There will be no way to destroy this enemy, he is only there to provide you aggravation.
This will be the variety of enemies for world 1. Now we just need to start thinking about a world boss and some new enemies for world 2 and world 3.
Also did some more work with collision. The player now collides with all enemies, this way you can not just run through them. Some enemies, when collided with will harm you, others you will just bounce off of a little. Also the enemies have collision between them selves.
Also made another Room! You can now move from the starting room to another room. I set this up using warps in the door passage way. Also you can only move from one room to the other room once all the enemies in the current room are defeated. Until the enemies are defeated there are closed doors covering the passage way, once all are defeated these doors are destroyed and your path is open. Now that this code is done, and I have a parent room, making the rest of the world layout will be quick.
I have also started adding "props" to the world. These are normal objects that you would see in a house. I am adding these to give the rooms some life and depth but the biggest reason is to provide obstacles for the player to maneuver around as there is full collision with each object. So far the only ones that can be destroyed are cardboard boxes. When these are destroyed they have a chance to drop either coins or hearts. Which leads to the next thing we implemented which is the random chance for hearts and coins to be dropped from defeated enemies and cardboard boxes. Right now I have the chance set at 90% for testing to see them actually drop but this will be changed down drastically as they will be rare drops.
Also have started working on the UI. Right now the UI displays the amount of coins collected, players health, and the players stamina. This will not be the final layout of the UI or even the final artwork. I am still learning how to properly position, code, and get the desired results I want, but it's good for right now. The next thing implemented was stamina. What this is and I want to be very clear, is only for items being used. So right now the user has two power ups. These power ups are the ability to dodge (roll) and the ability to use explosives. These power ups use an X amount of stamina each time they are used. Why did I implement this? I did this because you will have unlimited amount of explosives. So this prevents the player from spamming explosives. Right now the timer to refresh 3 stamina, which is the max amount and also the required amount for the explosive, will be ready after a used explosive is detonated. This way you can only use 1 at a time. Also this prevents the user from spamming the dodge feature but timed just right for refresh that you can get out of a sticky situation.
As for these power ups. Well you will not start the game with them, they will have to be acquired. There will be more than 2 power ups in the game as well. There is a rudimentary inventory system in place at the moment, this will be improved upon. The inventory system will display your collected power ups and allow you to equip 2 of them. You will only be able to equip two power ups at one time.
My coding skills are getting very strong and I am really getting comfortable with the game maker engine and how it works. The next thing I need to work on is my sprite art work. I will be concentrating more on this as I feel it could use some work. I have a training class that I will be taking to improve my skills in this area.
I believe those were the big milestone achievements that were made with many little ones in there.
Attached is a gameplay video. Please excuse my skills I am horrible playing with a keyboard. Right now movement is W, A, S , D keys.
EDIT: Found a great video recording program that records over 30fps, it's called Monosnap for OSX. Here is a new video uploaded to our youtube.
Thanks for reading, following, and commenting. We want to hear from everyone so please drop a line! Till next week.
To view the Alpha gameplay please see our youtube channel:
Sorry didn't realize yesterday was Tuesday and it was blog update day, so here is the update a day late.
The past week we did a lot more work on the actual world layout. I spent time on the actual viewport, camera, and resolution settings for the game. This should now be all set so that when it's ported to IOS it will fit correctly on all screens. I also scaled all the sprites in the world Parent Room so they look correct to the size of the sprites for the enemy's, props, and main character.
One of the big changes that I made was making a parent room. I have added all the objects, layers, assets, backgrounds, etc. to the parent room. Now when adding additional rooms for the world I no longer have to recreate from scratch, I can inherit all the settings from the parent room and quickly configure and change the child room to our liking. This will GREATLY lower the dev time of making new rooms which will increase the overall room amount per world.
Also did a lot more work on artwork and sprites. Added attack animations for Germ 2. Coded all of the hurt boxes, hitboxes, destroy, draw, and variables set for a parent Enemy object. Now when I create new enemy's I will make them child's of the parent enemy object so I don't have to re-write code. Also coded the same for the main playable character.
The main playable character, who will now be called Sarah, has health and a hurt box and can take damage from parent Object Enemy. Germ 2 can now take damage and be destroyed.
For Germ 2 being destroyed I have scripts for effects. Germ 2 has a full destroy effect animation as well now.
I would like to show everyone the attack and destroy effects however the GIF program I am using on my MAC, GIPHY Capture, seems to lower the frame rate of gameplay when recording so I don't want to show you with those results. Does anyone have a recommended program to record some gameplay that I can attach on this site? I don't know exactly the size limit gamedev imposes on attachments in the blog.
For now I will show some screenshots of the new layout of the test room. You will see, if you compare to last screenshot, that it has been scaled and looks a lot better this way. Also attached the coin currency that can be collected in game. This currency will be used to "buy" permanent upgrades for playable character as well as new Rooms for arena mode. They can only be collected by playing the game and NOT by IAP.
Next will be working on UI artwork and coding. Till next week, thank you.
Wow first of all we are humbled by the amount of views the first blog received. That was a welcomed surprise. Hopefully you all see this as well.
It has been a very productive week. It's amazing to see the amount of work that got finished in one week but at the same time it's also interesting to see how much time it takes to produce one little event in the game.
What was done this week:
The main character sprite was tweaked some more, cleaned up, detail added, and we are happy with the outcome now.
All animations for the main sprite have been tweaked a lot and finished.
All movement is now handled in a movement engine with scripts and using a lookup table for sprites and enum for player.move
This allows friction, acceleration, max speed, running, collision, and bounce.
Added a shadow engine for the sprites. Main sprite has a fully working shadow that changes to the characters movement! We are excited by that.
Added animations for using main weapon, a Wooden Baseball Bat! Have attack animations for right, left, up, and down.
Added blinking animations for the main sprite so when she is not moving she looks at camera and blinks.
This still needs further tweaking with setting alarm.
Created first Room of World 1. This is the starting room. World 1 will be titled "The House". (More on this, the story, in the coming weeks)
Room has full collision.
Has background complete, wooden floor.
Has all 4 walls.
Has 2 doors that will lead to the proceeding rooms.
Two enemies have been created. They are "Germs". Right now they are just named Germ 1 and Germ 2.
My Son has also started planning out the game soundtrack. This will be all original music and recordings done completely by him. We are very excited for this outcome.
There was some other work done in there but that is the major milestones of the week.
Well now the best part. You can see Room 1 of World 1 in action. There are no enemies or objects in this room right now. This is just a test to show you the room, the main sprite with animations and shadow, and to give you an idea of what it will look like. This is a GIF and it lowered the frame rate when recorded so the actual game moves faster and smoother.
Also attached is a GIF of enemy Germ 2.
Thank you for reading and following along. Please ask questions if you have any and we will get back to you. Till next week.
This is the first week of our Blog Entry. We hope to update this weekly, if that does not happen forgive us, we are very busy. We will certainly update when we can.
We are making this game as a family. The game will be completely done by my Wife, 2 kids, and myself. I will do all of the coding, as I have experience with this, and teaching my son along the way. All of us will do the artwork and game ideas. We are going to be sticking to pixel artwork as none of us are great artist and this is much more forgiving and fun to work with.
The game is going to be an RPG game. However it has heavy influences from games like:
The Binding of Isaac
Legend of Zelda
Among other greats!
This will be a rouge-like RPG with permanent un-lockable's and upgrades. The game is being coded in GameMaker 2. We will be using other programs as well for the sprites and other pixel goodness. At the current moment our target platform is IOS and we plan to make the game a free download. This game will be completely self-funded.
Our target audience is anyone who likes playing Rouge-Like RPG's, like the games above, and of course anyone who has battled cancer, battling cancer, or close to someone that has. This is going to be a kid friendly game. We hope the game is played by kids and adults who are battling cancer, or have been effected by it, and gives them hope that they can beat the disease and live a healthy and long life.
The story of the game is influenced by my wife. My wife is currently battling cervical cancer. Throughout this journey we have come to realize there is not a lot of info on cervical cancer. There is barely any awareness and we could not find any support. Don't get us wrong there is a MASSIVE amount of support out there for cancer. However we realized that certain cancers like lung cancer, breast cancer, etc. have there own support channels, as well as foundations for donations. This unfortunately is not the same for cervical cancer. We hope to help that.
With our website we want to curate all of the information we have gathered and learned on our own and from research. We want to give a "one stop shop" for people that want to learn more about cervical cancer to come to the website and have all of their questions answered as well as learn more along the way. We hope the game also helps promote that.
So with all of that said the game was more of a vision. Something fun for kids to play, and more importantly something for our family to create together.
Main Character, my wife, sprite has been created. This includes front, back, left, and right side.
Main character has full movement, walking, and running animations.
Main character also has collision set.
Base room has been created for testing. This is an empty room with just walls to test collision and the sprite animation.
What is being worked on in the current moment:
Building array's for inventory management
more animations for attack and character rolling
more sprite creations
Will post some sprites here soon once I get them in a proper GIF.
Till next week, Thank you.