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  1. Yotes Games

    BGP DevLog #175 (E3 2018)

    There truly is... I'm looking forward to catching up on my backlog. Haven't played much since before even PS4 was announced. I've got an entire generation of games to play!
  2. After such an amazing E3, I feel reinvigorated. Gotta admit to feeling pretty jaded/apathetic about AAA gaming lately, but leave it to the Sony & Nintendo press conferences to remind me of why I love gaming in the first place. The hype I felt over the past couple days is the same feeling I want people to have for the things I'm working on someday. Unprecedented levels of polish, earnest interviews and announcements by hardworking developers, shocking surprises, gameplay to analyze, and jaw-dropping tournament moments... And at the heart of it all? Hours of fun promised by teams I know can deliver. I'm hype ya'll. Now I want to work hard to make sure starting next E3, I'll be there to show off something in person every year. See more thoughts on this at yotesgames.com
  3. Getting REAL tired of this game not being close to finished. I admit to dying inside just a bit each passing week as I fall behind on the schedule I laid out just because the very first bullet point is the hardest pill to force down. Maybe I'm crazy and doing this wrong. Time to take a different route to the end. As for what exactly what that route is? You'll need to read the ending thoughts to this week's devlog to find out.
  4. Yotes Games

    Accepted to college but..

    If school's off the table for financial reasons I suppose you could go the indie way of having a day job that pays bills and then burn midnight oil using the infinite free resources and tutorials on the internet and teach yourself game development in hopes of that turning into something.
  5. Not much was done in terms of progress this week since I took about 5 days off to basically see all my friends one last time at the local convention MegaCon before swearing to lock myself away until BGP's completion. In place of that there is tons of Pokemon news. A fan game was released and a bunch of new spinoffs were announced so there's lots of interesting things to reflect on and talk about on this week's blog.Read up on it here!
  6. The Map System I've been subconsciously dreading has finally been implemented and the rest of the menus are coming together bit-by-bit as I program all the pieces separately and connect them together (instead of cramming everything I could into one giant, unreadable script like before). The results? See the latest gamedev update to find out.
  7. Yotes Games

    Battle Gem Ponies

    Battle Gem Ponies! The fully-animated action-packed RPG adventure! An evolved version of the Ponymon ROM-Hack, and now its own indie project.Rotation battles, specialized move slots, new types, gym leaders specializing in strategies instead of types, EVs & IVs that can be altered with a slider instead of breeding, a balanced roster without intentional tiers, and a version of Eevee that can switch between any of the types at will. All ideas that went into this project's conception.Sound good? Then come along for the ride! Developed by Tony Yotes in Unity3D with 2d Toolkit INTRODUCTION: Welcome to the official Battle Gem Ponies Pre-Alpha thread! BGP has been an idea swimming in my head for years before finally starting development in December of 2014. It was inspired by a Fire Red version ROM Hack called Ponymon where the Pokemon were replaced with My Little Pony characters. The hack went unfinished for years and the story didn’t seem to do much more than name swap and make friendship references. I wondered how cool it would be to see that MLPxPokemon idea taken all the way and fleshed out into a completely new adventure. Fan games like Pokemon Uranium and Fighting is Magic inspired me to take up programming in high school so I could make fan games of my own. Specifically, I always wanted to make my own Pokemon game that did away with all the parts that annoyed me in the main series. Things like grinding, HMs, boring/easy fights, and evolution lines with stats too low for competitive viability would be no more! The first attempt at making such a game didn’t go too well, being just a kid with one java class and a C++ tutorial under his belt. So I spent the next 7 years practicing game development (even getting a degree in Gaming & Simulation) to build the skill necessary to craft a full-blown RPG like this. Over the years the game has gone from overambitious Pokemon fan game to legally safe overambitious Pokemon clone with its own characters, world, logos, assets, and so on. Measures have been taken to make sure this is a Cease & Desist-proof original property inspired by Pokemon that's made from scratch. Lots of blood, sweat, and tears are going into making this game a success. I hope Battle Gem Ponies is turns out as good as the game I saw in my head all those years ago. I can’t be the only one who would like to play a game like this, right? Thanks for checking out the project and enjoy the demo! -- Tony Yotes -- CONCEPT: Command super-powered, shape-shifting ponies in strategic turn-based RPG combat. The battle system is a variation of Pokemon's Rotation Battle in that matches are 3 vs 3 and either player can swap out their current fighter at the beginning of the turn (but at the cost of attacking last). Your pony will shapeshift between these 3 forms until each one's individual HP reaches zero. To catch wild ponies you have to weaken them and use capture gems that "download" the opposing pony's data and allows your pony to transform into it. In order to complete the capture process though, the wild pony needs to be defeated. There are 18 elemental classes each with their own strengths and weaknesses. In place of the "Normal type" there is a neutral class with no special advantage or disadvantage, thus being able to cause a regular amount of damage on anypony. The classes are Fire, Aqua, Surge, Plant, Ice, Ki, Toxic, Earth, Air, Esper, Bug, Ghost, Draco, Steel, Light, Dark, Chaos, and Magic. A major aspect of battle is the Ultra transformations. Like with mega evolution, finding special objects in the overworld will allow you to transform any one of your party members into a powered up version of themselves (sometimes with alternate elemental types too). FEATURES: Fully Animated Battle RPG! Every single pony and attack is uniquely animated to bring these pixel art battles to life! Explore a Vast World! An enormous, vibrant region awaits! Travel through deserts, mountains, forests, graveyards, and underwater temples on your quest through the Pinto region. Power Up Your Pony! Form a powerful bond with your shapeshifting pony companion and watch it grow stronger, learn awesome new moves, and take on the toughest of enemies. Travel with Your Pony! Surf across oceans and lakes with any swift-swimming ponies. Teleport to the nearest Health Center whenever you like with a simple phone call. Even have whatever pony is with you smash any boulders in your path, just because they all can! Customize Your Team! Choose who you take into battle from a selection of 60 Ponies and their Ultra Forms. You can alter their moves, stats, and equipment to become an unbeatable trainer! Hundreds of Different Moves! Using attacks grouped into Light, Heavy, Status, and Tutor slots that make you think more carefully about which moves to take into battle. Discover the Secrets of the Legendary Alicorns! Powerful, winged unicorns that embody the Sun and Moon are said to be the strongest ponies to ever live. People have wanted to harness their power for personal gain since ancient times. With recent advancements in technology, however, it might be easier than ever for their power to fall into the wrong hands... Collect Badges and Save The World! You’ll have your skills tested by expert Mavens and fight for your life against the evil Paragon Cartel. Simple story objectives that fans of Monster RPGs will be familiar with, but perhaps with a few surprises along the way... THE PINTO REGION: Just one corner of a brand new world… H - Rest House G - City Gate C - Celestial Shrine P - Paragon Cartel Secret Base (start in Honey Dew and venture around) A colorful and varied region with a gemstone motif and mysteries scattered across the map. It's meant to be an adventure lasting at least 6 hours on average. Preferably longer, and extended indefinitely with post-game content. The environments should be visually varied and filled with enough story content to keep the player interested in progressing. Every single section has at least a handful of notable experiences within. The scope has been thought out and written in a 200+ page long game design document along with every other aspect of the game. SCREENSHOTS: SOCIAL MEDIA: Follow the game on your favorite social media sites to get the latest news and have your burning questions answered! Interact with Yotes Games on any of the sites below. Find Yotes On: | Facebook | Twitter | YouTube | Google+ | Patreon | | IndieDB | Gamasutra | DeviantArt | Reddit | MyIGN | | Itch.io | Tumblr | LinkedIn | MyLittleGameDev | Alternatively, you can just email yotesmail@gmail.com DOWNLOAD LINKS: The latest current build is version 7.0, now available on Itch.io! Available for Android, Windows, Mac, and Linux platforms. Demo V7 contains 3 areas, 12 ponies, and a Random Battle Now mode. (Combat calculations may exhibit bugs.) Pre-Alpha V7.0 (11/17/17) Download: https://yotesgames.itch.io/battle-gem-ponies CREDITS: Engine, Development Tools, & Plugins provided by Unity3D and its Asset Store Orchestral Composition & Soundtrack Eric Eom (E^2) Chiptune Composition, Soundtrack, & Sound Effects Justin Heng (blucario) Game Design, Production, Marketing, Pixel Art, Animation, Writing, Programming Tony Yotes (Yotes Games)
  8. Feels like every day now I'm discovering some new and better way of doing things. The project is crawling towards a point where all systems exist and are easy to tweak. So good news is I can both feel and see myself becoming a better game developer. Bad news: I'm already a week behind schedule. Again. That won't fly. Time to crunch up and catch up. Finally figured out this window, cleaned it up, and made my game project that much easier to understand. Found a nifty pathfinding tool. Too bad I don't think it'll mesh well with the grid framework I've got going on. I can totally use it to make attack animations though. Just draw lines instead of coming up with trajectory formulas. Completed: MLGD Forums Restored! (I added a bunch of missed devlogs to the BGP thread) Icons for Travel Moves Cut, Rock, and Surf Written Tons of Ideas for Polish Revamped Energy Bar Code Finally Figured Out How UIElement Database Works Reorganized GameObjects in Unity Hierarchy Renamed Scripts to Be More Clear Deleted Redundant/Useless Scripts Separated Repeated Code Into Their Own Scripts More Overambitious Ideas Pushed to Sequel Notes Bookmarked Simple Waypoint System (using it to animate moves instead of hardcoding various projectile patterns) Lessons Learned: Programming Tasks can really get out of control. Whenever I want to make a quick script for a menu or something, I end up spending hours coding little side scripts and tools to make the main script as streamlined as I want it to be. Sometimes thinking up the perfect algorithm to most efficiently do something once is way more time consuming than hardcoding it. I should just get it done the long way instead of stopping in my tracks. But when hardcoding it still needs to be super neat/readable/organized/clear so I can make adjustments to it later if needed. I really gotta step up my game. This project's FAQ page and Twitter look amazing. This fan game called Pokemon: Phoenix Rising is coming out with its first demo this month. It's one of the games that inspired Battle Gem Ponies years back. It's looking SUPER polished and chances are, it's gonna be the next Pokemon Uranium viral hit. I'm super excited to check it out myself (if the Mac version follows soon) and I know there's a lot I can learn from it in terms of design, polish, and pixel art. I just hope it doesn't overshadow BGP later on. Like, this is a fan project, out for free, made by a competent team over many years, and BGP is made by one guy over 4 years, isn't even really about Pokemon, and is charging $5. If I do somehow get my project in front of millions of eyes it'd suck pretty hard to be considered some inferior ripoff right out the gate. That's why I need to keep polishing and adding that special Yotes sauce to the mix. Battle Gem Ponies needs to stand out because I made it. It needs to have graphics that can at least keep up with this fan game to get attention, then have genuine heart, clever writing, and attention to detail that only my mind could come up with. That's what'll make it stick. Keeping my chin up. The bar rises, I rise with it. 💪🏾 __________________________________________________________ You can check out my short-lived existential crisis from tonight on Twitter. Every time I look at this game I just see so much potential. I want this out there more than I ever wanted anything in my whole life. This could be a smash hit on the app store if I just finish it within a decent timeframe... I have to make the BronyCon deadline. This game needs to be out Summer 2018 or risk being drowned out by news of Pokemon coming to Nintendo Switch. Or fan games like Phoenix Rising catching on like Pokemon Uranium (that game's demo comes out this month). But maybe all 3 of these things converging is a good thing and BGP will get dragged into conversations about how indie efforts compare to big budget releases they're based on... All I know is, I want this game to exist and be able to speak for itself. I just know folks will love it and I might just end up passing on those feelings I got from playing Pokemon as a kid onto the next generation who's only known endless grindfests, mindless filler, heartless cash grabs, and other scam apps the mobile platform is notorious for. An actual game that cares more about fun than monetization.
  9. Once again, starting from scratch. But this time it's in regard to how I code things. Going forward I'll be using new organization tricks to make sure I understand how the entire game works inside and out. No more endless bug hunts because I'll know exactly where they are and what that line of code interacts with, all to better help me deduce the cause of any problems. Also took a stab at rearranging the development schedule to aim for a July 25th release. The path is laid out, but the main factor determining if I can make it is getting to that Alpha build I've been yapping about for years now. All this reorganization stuff should help with that, because things will be more efficient than ever. No more hardcoding, no more just copy/pasting from solution forums, and no more being stingy with line spacing, name lengths, or comments. Now I'm using all kinds of visual tricks to make sense of the thousands of lines of code I quickly scroll through. Big purple lines and comments everywhere draw my eye to quickly read what a particular piece of code does. Big green bookmarks help me keep track of different sections of similar functions. And little purple headers above each function helps my eyes hone in on each one too, whereas before I'd scrunch related ones as close together as possible. The philosophy now is to not be afraid to space things out, name variables clearly, and comment EVERYTHING. No more getting lost. No more forgetting what something does. Completed: Finished Making Global Variables as Clear as Possible Reorganized Variables Some More Changed Global Functions to Work More Efficiently Made Global Functions Easier to Read Deleted the Old Garbage Code Wrote Design Ideas for Sequel (this project is late as is, no time to implement even more features and experiment with new layouts) Tested New Save System The mobile gaming platform continues to be an embarrassment. This is why gamer's look disgusted when you tell them you're working on a mobile game. Lessons Learned: The whole Harry Potter Mobile Game fiasco really depresses me as a dev. But it does make me that much more sure that a game like BGP has to exist to show people how it's done. A game that charges upfront then lets you have fun for as long as you want. I'm really tired of seeing games with great potential die right before my eyes because of corporate greed. Found this interesting article by the Web Master at Seribii talking about What Pokemon's Main Series Can Learn from GO. Designs I intend to implement in BGP look a lot like what that article talks about so I'm reconfirmed not to be the only one seeking a game like this. I'd really like to implement a more fun capture mechanic like Pokemon GO's addictive ball toss, but I'll have to experiment with that stuff as well as online connectivity and timed special events in the sequel. There's a lot of Polish Touches for me to put on BGP, but I need to keep pushing them back. It's function over form at the moment and I need a game that works right now. Perfection comes later. I might not have time to make the Battle AI as advanced as I want to, but I can lay a foundation to expand on later with DLC difficulty settings. Revised schedule of what must be done to get this game out in time for BronyCon. Looking at the state of things right now I feel like the To Do schedule is feasible enough. Spend the next week continuing what I'm doing now with remaking all interfaces, basic combat, and making sure there's a stand-in for anything I'll be adding later. After that, I'll need to remake the overworld systems (cleaning up & copying over the working bits of that code I've already done) and convert my graph paper maps to Unity Tile Maps. After that it's just polishing up a presentable demo, then drawing sprites and testing the game for a couple months. The key to getting all those art assets done in time is ignoring perfection until the very last step. I need rough sprites for everything, then cleaned up versions and in-between frames. Once that's all done, I can go back and tweak things with however much time is left. Main objective here is: If you can tell what it is, that's good enough for now. Sprites have caused major delays for me in the past, and it's mostly because I spend half the time staring at the thing wondering what details are missing or debating between 2 or 3 options for 10 minutes at a time. Gotta speed this up. Saw this email on Monday and submitted the Info Form ASAP with a revised version of the panel description. If I can reach the Alpha build by June, I'll definitely shoot them another email saying how close the game is to release. If it gets enough buzz just before BronyCon starts, and I let them know it comes out on the first day of the convention, I might find myself off the waitlist sooner rather than later. The new BGP breakdown. (Now I gotta live up to my word and have this out in 3 months.) __________________________________________________________ Patreon: If you didn't know, Yotes Games is on Patreon! Hats off to these guys as well as one Mr. Craig who's been donating 10 of his hard-earned dollars every month over PayPal since 2015. Monthly reminder that these are the MVPs keeping the Yotes Games fire alive! Battle Gem Ponies is looking better than ever because of you patrons giving me a budget to dedicate towards tools and assets to make development a lot easier (and faster too). Can't wait to put your tribute characters into the game and see your reactions! Downloads: As a side note, think I should stop sharing my download number estimates and just celebrate noteworthy milestones as they come. It seems like sales data is just a privacy issue and doesn't do much beside make people want to guess exactly how much money you have at any given time or make judgements on investing in you or not. I can accomplish my goals of letting you know if I ever achieve success or not my just showing the obvious rankings and major milestones. Keeping track of all the sales numbers is interesting and all, but the methods I use to track em are falling off one by one because companies all seem to be saying sharing exact sales figures is a bad idea. I think my best bet for a personal checkup is just to go by App Annie for mobile sales tracking, then Itch.io and Steam for computer stuff. But in terms of sharing with the rest of the world, I'll stick to the big milestones and vague sales goals. (Plus I'm sure calculating things to the last cent and estimating profit after taxes and expenses is only interesting to nerds like me who willingly took a bunch of accounting and finance classes.) But if you're curious about a vague estimation of how I'm doing so far, over 150,000 people have downloaded and played an app I've made. I've collected about $2,200 total since 2013 from my first game Unicorn Training (pretty much all went towards getting a Macbook to port to iOS where I failed to get the money back). Nowadays I dream about convincing those 150,000 people to pay $5 each for Battle Gem Ponies and just being set to start a life and make BGP2 with nothing holding me back. __________________________________________________________ Racing towards this game's alpha build feels like the longest marathon of my life. I just pray the uphill part is over soon. Morale would go through the roof if I could just get to the point where all the systems are in place, just ready to be molded into a fun adventure.
  10. Can't believe I'm still working on recreating these dang #BattleGemPonies menus! I feel horrible for taking so much longer than I keep promising out loud, but I can feel in my bones that delaying is the right thing to do... Also, finally got a response from BronyCon on if the panel is happening or not.See more on GameDev Log #169: www.yotesgames.com (And with this, I'm officially caught up to present day blogs!)
  11. (Ignore the garbled text in this GIF. That is a bug for another day.) Been taking my time making these menus and such, and glad to see that stage of development is finally coming to an end. Chewed hard to figure out some bugs and the most efficient way to make things flow, but I think I've got it now and just need to rinse and repeat to get the rest of the menus done. See my latest (mis)adventures in game development on the Yotes Games Blog.
  12. Yotes Games

    Orlando Overdrive Expo 2018 (Full DevLog)

    Thanks! That's exactly why I made an account here. And I have reached a few hundred more folks this way so it's working. Plus, people are more comfortable commenting here whereas my main blog kinda feels like a ghost town despite the stats behind the scenes. As for what the community can do to help, I'm not sure. Still getting into the swing of things and checking out other people's stuff as I post mine to see what more there is to learn.
  13. Showcasing the game to new folks, meeting other developers, learning from their experiences, making friends, and dancing my legs off. That's the TL;DR of my Orlando Overdrive experience this past weekend. Battle Gem Ponies had a booth right in the middle of the indie game hallway leading to the bar & dance floor of The Geek Easy. Turns out the whole brony thing wasn't a passing fad, and lots of people still smile when they see marshmallow horses with super powers. Check out this week's devlog to see how the indie showcase went. 👾 The promo poster for the indie event we had to submit title logos for and I make a mistake right out the gate. I tried so hard to be prepared but I still missed a couple spots. I never made a version of the logo over a colored, blank background. Always assuming the app store promo banner sizes plus the transparent logo by itself would be enough for anything. I really should have just asked then drafted something up real quick. So I corrected the mistake, too late to change the poster now, but in the future. I'll need this version of the logo and a colorful background that pops compared to the images around it, and doesn't obscure the letters too much. Had a lovely booth setup with my friend Lawrence who volunteered to watch over my stuff as I ran around to mingle and go back and fourth to nearby stores for extra supplies and food. Completed: Made a GameDev.net Account (reposted my forum and blog content) Found a Volunteer & Prepped My 1st Ever Demo Booth (TV, table, shelf, and couch provided by the venue) Presented Battle Gem Ponies at Orlando Overdrive Befriended Indie Devs from around Central Florida Noted Feedback, Adjusted Tutorial in Design Document Learned From Other Devs that I'm Doing Pretty Good and Should Keep it Up Spruced Up My LinkedIn a Bit (made the tone a bit more casual and fun) Made it a lot more like my Twitter and a lot less like a resume because I'm an indie developer and don't need to pretend I'm all stiff and formal. I'm here to connect with my peers, not beg to be a cog in some company. And here's the new BGP page on GameDev.net Lessons Learned: When someone asks for a logo, ask back "what size?", "surrounding images allowed?", and "what do the others look like?" so you can submit the perfect first impression. Even without the new version ready, I can smooth talk past the bugs. Turn that into a relatable opportunity and explain the gamedev process in layman's terms. At expos, I'm not just showcasing my game, I'm showcasing my personality. Having people walk away liking me as a person might be even more valuable than them liking the game. Which would you be more likely to buy, a cool looking game, or an okay looking game a friend made and is really depending on? I'd think you'd put the former on a wishlist you may never get around to and the latter as a priority at launch. I've become incredibly frustrated with Facebook's business page management hurdles and wish I never converted the Yotes Games page when I experimented with Instragram. It's been nothing but a headache to do the simplest things since. I can't even simply add photos to an album without minutes of permissions, reuploads, re-typing/tagging, and general hoopla. And the most important thing to take away from this weekend is... I'm onto something. And should really keep at it. Battle Gem Ponies could be huge, if I just market this correctly. If Saturday's event was practice for expos to come, I seriously think I could make a splash too big to ignore. __________________________________________________________ Downloads: Business Stuff! This shows how my 3 remaining iOS apps are doing lately. Basically $5 a month. Steady growth as usual, big bump of attention on Itch.io with BGP being there and me sharing the link with everyone lately. Amazon also changed their developer reports so now I'm only able to track active users and not total downloads. They also want sales and royalties kept confidential now. So I won't be able to keep accurate tabs on that column anymore. Predictable numbers at this point. Slow and steady as time goes on, and the thousands of new apps released weekly drown Unicorn Training out of the search results. Didn't see a spike after the Overdrive event because I was more focused on getting people to like Battle Gem Ponies than trying to sell them on Unicorn Training. However, quite a few people did ask to see my website and other games, so at the very least I made a bunch more followers. You know, until a friend recently brought up how hard it is to gain traction on a written blog, I completely forgot about my AdSense account that was supposed to be funding my development (or at least covering web hosting costs). Would you believe that I started this website, update it's content on a regular basis, spread its presence to other blog sharing sites as well as connected it to an App Store linked YouTube account, and 5 years later I STILL only just passed the halfway mark towards fulfilling the first payment threshold. 5 years, and $50 I can't even touch because Google thinks it's too small to be worth the trouble of sending to me. Which is extra weird because their app store payment threshold is just a dollar. Guess ads work as a package deal on the advertiser's side or something. It's cool to get a few hundred visitors each week, but I feel like I'm just not on the radar of tons of folks who'd probably love to see this type of stuff. So maybe I need to put effort into being where they are. Bring my stuff to them instead of waving a flag on my tiny island and hoping they come to me. This led to me thinking I should take YouTube a lot more seriously next time around. I want to do video devlogs every month along side these written posts where I can share screenshots, breakdown graphs and do the whole Completed checklist thing. I'd like to do something like Yandere Dev or Exiled Game Team and just put on a show and build some hype with Battle Gem Ponies 2. 2 million subs, $4.4K on Patreon, and an army of cosplayers. Clearly this guy is onto something and it's connecting to fans on a deep level. Only growing more popular over the years and even scored him a publishing deal. Who knows. It might even blow up like Yandere Dev's channel and I'll be able to fund web hosting and pay video editors to do the time-consuming video production for me. If I reach more people, I can cultivate a community, make a bigger name for myself, increase sales, and ultimately increase the chances of success for all my future projects because people will know who "Yotes" is and be interested in what he's working on. Just a thought. Featured: First-ever Battle Gem Ponies indie expo booth! (outside of school) My setup involved bringing along my precious work laptop (the Macbook purchased with Unicorn Training money) as well as a pretty cheap tablet I got for Christmas years ago, my Clover plushie, the Yotes flag, and a bunch of MLP & Pokemon figurines I collected over many birthdays. Just about every little thing I had to signal to folks what this game was all about and convince them to stop and stare long enough for me to swoop in and feed their curiosity. A friend volunteered to help me set things up in exchange for food and I was happy to have some backup. I ended up not needing my extra monitor, so after that was setup and we realized the mounted TV looked way better, that monitor was put back in my trunk. As for controls & comfort, I went to a nearby Target (the only store nearby selling electronics) and bought a mouse to use with my laptop tray and new gaming mousepad to replace the Xbox 360 controller setup Mac's aren't compatible with anymore and make use of the couch given to us. Told him to look excessively comfortable and happy to simulate the player experience. With the mouse tray being moved around so much and usually so far from the laptop, it needed to be wireless. But foolish me first grabbed the $1 cheaper wired one thinking it'd be fine for just a demo and I wouldn't have to worry about batteries. I ended up running back to the store and exchanging that one for the wireless red mouse from the same brand that cost only $9 and already had a battery inside. For cases where I could tell someone didn't want to sit or someone looked like they'd get frustrated with the laptop controls, I handed them the tablet first, because the touch interface is way more intuitive. My main goal was to eliminate as many barriers as possible and convince everyone who passed by to witness or play a quick match or three. The bar section of the Geek Easy. Everybody had to walk past my booth to get here, and pass again to get out. I had at least two chances to grab people's eyeballs. This place gets pretty packed on a night like this. I wasn't keeping an accurate count, but I remember sitting with and witnessing about 25 people playing the game while others I weren't keeping tally on watched nearby. And I consider that a TON since there were way over a hundred people coming in and out. The event went from 4pm to 1am, and the expo setup began at 2:00pm and packed up at 11:30pm. In that short time I feel like I made the most of every second and succeeded in getting just about everyone in the place to at least glance at the game and see what the hubbub's about. BGP was possibly the most eye-catching game of the show (that's what I heard from the host) and it was lucky enough to be placed exactly in the center of a slightly narrower part of the hallway, meaning you can't help but see the screen. I'm super honored and grateful for the whole opportunity and I'm really glad I went. The future of indie devs in the growing gaming culture of central Florida seems pretty bright. Looking forward to having increasingly impressive games to show. __________________________________________________________ One last playtest as the doors were opening... Now it's time to crunch on the big update. Needs to come quick so people can play a sleek-stable build from the comfort of any platform they choose! I'm more excited than ever to get the game out and now I feel like it's sure to be a success if I just get it in front of people and put the free version in their hands. It's time to make some hardcore BGP fans across the world. I mean, I've got the title theme stuck in my head now and it's not fair I'm the only one who knows it this well! Gotta do everything I can to make Battle Gem Ponies one of the great indie titles in history!
  14. Just powering through and coding my heart out. Nothing to show yet, but things are progressing behind the scenes. Working towards that Minimum Viable Product with a few days to go til showtime! Pretty much every feature from the last demo needs to be remade and bug free using the new development tools I have. The next demo has to be ready by Saturday morning, or I'm going to have to introduce countless strangers and fellow devs to my buggy pre-alpha from December! Can't let that happen. It's crunch time. Check out the devlog. (nearly caught up to the most recent DevBlog! Been sharing one a day as to not be too spammy about it :p)
  15. Yotes Games

    BGP DevLog #165 (Game Engine Bone Structure)

    Thanks! Try til I die!
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