#devlog1
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*A toon, nearly identical in appearance to Goob with the difference being the arms, the large tank of ichor on their back and wears roller skates, now carefully skates over to the computer, stopping before he accidentally crashed into it.*
"Oooh.. isn't this one of those 'computers' that these humans made..? I think I remember on how to use these things.. hmm..."
*He attempts to types on the keyboard- and it's successful! Though it's a little.. messy considering his arms are literally weapons made to spew out ichor at speeds identical to a bullet, there was some types there and then but yeah, he typed in a question about 'The history of Gardenview'.*
[You can guess it's the old design of Goob that I'm roleplaying as!!]
*The computer made a sound as it was finding information about the history of Gardenview, finally, after a minute, it showed on its screen a document about the subject:* "The Gardenview Center is a museum and educational center built in the location of ▇▇▇▇▇▇▇▇, it began construction in 1975 and ended in 1989, it opened to the public around the late 80's, it was announced it closed permanently in 2002 due to the lack of safety regulations (Along with the "Malfunction" Incident) Gardenview's founders are Arthur Walten, along with Delilah Keen, which is assumed Arthur made the designs for the Toons, for Delilah to create them. It is confirmed that the first Toons to ever be created were Dandy (also known as Dandicus Dancifer) and Astro, followed by Pebble, Vee, Shelly and Sprout (there isnt much info about the other toons, with a few exceptions)" *The document also has some files attached to it: - DevLog1.Wav - DevLog2.Wav - Newspaper.Jpeg*
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QTR devlog1
just now getting started on coding... setup took a lot longer than expected T-T
here's a temp enemy I'm using to test some ideas
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devlog 1: a lesbian cybernoir game
hi there! this is the beginning of a series of "devlogs" i'm going to write to keep track of my progress on a lesbian cybernoir game called Ponch: Cyberspace Investigator. this is a game by a lesbian of colour (me), for lesbians of colour. it follows the life of a woman named Ponch, and her experiences running an illegal investigative practice in an otherworldly post-capitalist dystopia called CITYB. she's also a member of a hacktivist group, but more on that later. you can check out some visuals and audio stuff here! i put "devlogs" in quotes because these posts will probably be more like diary entries. i think all aspects of an artist's/developers life are important to track alongside a game's progress, sometimes maybe more so. there is a risk of this coming across a bit self involved, but i've decided to allow myself the space to do that. i mean for one, this game celebrates self-involved lesbians. and two, i’m hoping these devlogs will help me stay a bit more lucid; perhaps i can find something inspiring here a few years down the line. these will probably start with lots on my personal life, hope it's not too boring! over time, as i get into a working rhythm, i'll transition into a fun and flirty balance of Ponch + life stuff. i will start with Ponch: Cyberspace Investigator, though. Ponch is the main character, and a lot of the game is about her life. but the larger story surrounds her involvement in the Bit Masks- a lesbian hacktivist group that can literally transport themselves into cyberspace. in order to access this power they have to live off the grid in a very internet-oriented society, and can only survive by earning money through crime. and while crime allows some more room for resistance, everything is so deeply connected. as a result, they often find themselves in positions where they're at risk of supporting the very system they're trying to destroy. so we'll get to see all the funny, dirty, courageous, messy, inspiring, and unabashedly dyke-y ways that they overcome this. it plays kind of like ace attorney, but with a larger emphasis on exploration. there’s also some cool/weird platformer puzzles that mess with 2d and 3d perspective depending on when you jump in and out of cyberspace. this game has technically been in the works since 2017. but i was struggling a lot with mental illness and an unchecked disability. meaning, instead of a game, i had generated hundreds of pages of notes, scribbles, doodles, character names, world building details, etc. for years, anytime something hit me, i typed it out on my phone, doodled in loose paint tool sai files, word vomited on various, scattered google docs. it was really depressing. i had all of this stuff but i felt like there was no core. once i got the help i needed (in february 2020), i realized i was the one constant. every little detail still managed to stick in my head- i had been thinking about it so much, it was like i didnt need my notes to remind me of anything. but once i was at a place in my life where i could finally remember to eat, i knew that i needed to get organized if i wanted this game to make sense to people other than myself. the pandemic aligned with the moment i got the medication i needed, and i had so much time on my hands. i spent 10 hours a day for a few months building level prototypes, animating, writing, making music, the whole lot. i felt reborn again? this energy followed me into the first year of my masters program- and it made sense that Ponch would be my thesis. strangely, this last year was the most healing year of my life. in one way at least. my girlfriend of 5 years broke up with me in february? something like that. it was really messy and i still find myself confused, hurt, lost, and more. i hadn't seen her in 11 months when she broke up with me- because of the pandemic. i still don't really know what to make of it all. though i’m confused, i’ve healed under the hood. i’ve been focusing on all the things that have been making it easier to get up in the morning. Jay (an incredible person who joined this project a few months back), loving friends, inspiring colleagues, a fulfilling job, and i'm living in *cue brooklyn accent* new yawk freakin' city BAY-BEEEEEE being in this city- being able to meet lots of (hilarious and supportive) new friends and going on some nice dates- being able to feel like a person again- has made me want to keep creating things. and i’m in a place now where i want to write about my feelings. here we are. below are some screenshots of the game thus far. if you're out there, i can’t tell you how thankful i am that you read this. and i hope to create something that resonates with you. best of luck, wish you well! -jude
#devlog#devlog1#indie#indie game#indie dev#video game#game#8bit#pixel#ponch#ponch: cyberspace investigator#lesbian#noir
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*Project 2* Devlog#1
Pixel art: 3.5%
Script: 60%
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Smashteroids Devlog1
I started development with as many simple prototypes, using advice gleaned from chapters 7 and 8 of Tracy Fullerton’s book “Game Design Workshop”. as such I first attempted rough on paper ideas, essentially storyboards of how the drilling and gravity mechanic would look, before moving to GDevelop for digital prototyping. The first prototypes were to test game mechanics, and went through several tries to get working. Initially I tried using physics objects, like I did last time, but this made the digging to floaty. Eventually, I figured a reasonable way of doing gravity without physics, simply using object variables and adding forces to the character.
I spent some time prototyping the Kinesthetics for the character and movement, messing with forces and speeds, and adding an air dash to provide a feeling of floaty maneuverabilty in space to contrast the tight control while drilling. I made some simple art, aiming to get an Aesthetic feel for the prototype version, rather than have a fully detailed game.
According to chapter 3 Tracy Fullerton’s book “Game Design Workshop”, there are ten major types of objectives in games. Asteroids, the original, falls under the objective “Capture”, as the aim is to destroy targets whilst not getting destroyed yourself. For the game I am designing I hope to change the objective slightly, so instead the main objective will be “Chase”, as your character is trying to chase down the targets before they reach the planet, which you are defending.
Through prototyping I realised that the game also could fall under the objective of “Alignment”, as with some slight tweaking a player could line up several asteroids and drill through them. This was done for the latest prototype by refreshing your boost upon destroying an asteroid. I added some more art, a health bar, small tutorial and score card, leaving the game looking like this:
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Indie Game - Devlog1
Blenderrendersky writes: Hi everyone, We are proud to share our development progress on our passion project The Long Way Home with you. Hope you ♥ it. This game is created using Blender and the Unreal Engine. Our team consists of former BGE game developers. If you are interested in our project, follow us on Facebook [...]
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RabbitHole Devlog1
So this is my first development log for my game I’m working on.
The game is called RabbitHole, you play as a bunny named Pete and you make your way through randomly generated dungeons in order to rescue your girlfriend from a Siamese cat in China; just like in cartoons where if you dug deep enough you could end up in china.
So far the only features I have completed are the following.
- Enemy AI - Random dungeon generation - Random boss generation - Health Mechanics - Aiming and Shooting Mechanics - Player animations - Boss Animations - Boss Mechanics
This is the Protagonists love interest, we love a good love story in games. The aimed platforms are mobile and maybe even computers. But for sure iOS will be made.
See you all next develop.
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Guiding Sprites - Devlog1 (No Commentary) First devlog entry into Guiding Sprites development. Here I have implemented the player movement, pawn setup, I have imported in the old models from the prototype we created for our old student project to see what they look like and I have implemented a basic crouch ability for Walter. Thanks to Leon Field for his little bit of help with the crouch scripting. :)
#devlog#guidingsprites#ue4#unrealengine#gamedevelopment#gamedesign#prototype#gamemechanics#gamedev#indiedev#video games
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Road Trip ( Horror Game ) #Devlog1
Road Trip is an Indie horror game in which you play as Daniel Parker a recent high school graduate at Quentin Academy who decides to go on a trip with his friends over spring break. They make the decision to stay at the Primal Ribbon hotel during their trip sugaha springs. The joy along with the excitement of hitting the road the for the springs is short-lived when the group of students finds themselves confined to the hotel by a wall of snow from the previous night. The manager ensures them that it won't be long before everyone in the hotel will be able to leave in a day or two because the roads will be restored
They soon find out that being locked along with the other guests were the least of their concerns, notably when they find out they aren't alone.
-We're just entering development so I can't tell much information besides the basic synopsis sorry :(
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Indie Game - Devlog1
Blenderrendersky writes: Hi everyone, We are proud to share our development progress on our passion project The Long Way Home with you. Hope you ♥ it. This game is created using Blender and the Unreal Engine. Our team consists of former BGE game developers. If you are interested in our project, follow us on Facebook [...]
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Indie Game - Devlog1
Blenderrendersky writes: Hi everyone, We are proud to share our development progress on our passion project The Long Way Home with you. Hope you ♥ it. This game is created using Blender and the Unreal Engine. Our team consists of former BGE game developers. If you are interested in our project, follow us on Facebook [...]
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from RSSMix.com Mix ID 8265702 http://ift.tt/2CiLr23 via IFTTT
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*With a awkward amount of struggling to even move the mouse due to the nature of his arms being well, not having hands, it took a bit until for the toon to finally move the cursor over to Devlog1.wav and double clicked it.*
(big amount of dedication for you ay?)
*The Computer plays an audio of, presumably, Arthur and Delilah talking to each other* Arthur: "I'm sending over more references just as you asked. Still unsure if I fully understand still. But you've never failed me before Delilah. Keep me updated on the situation, ok?" Delilah: "What about the others. You said He had "friends" Yes? I'll need them. Respond ASAP. By the way, we are out of coffee. Get more, also ASAP." *The audio cuts into static, thus signalizing the end of the audio*
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Indie Game - Devlog1
Blenderrendersky writes: Hi everyone, We are proud to share our development progress on our passion project The Long Way Home with you. Hope you ♥ it. This game is created using Blender and the Unreal Engine. Our team consists of former BGE game developers. If you are interested in our project, follow us on Facebook [...]
The post Indie Game - Devlog1 appeared first on BlenderNation.
from RSSMix.com Mix ID 8265702 http://ift.tt/2CiLr23 via IFTTT
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Indie Game - Devlog1
Blenderrendersky writes: Hi everyone, We are proud to share our development progress on our passion project The Long Way Home with you. Hope you ♥ it. This game is created using Blender and the Unreal Engine. Our team consists of former BGE game developers. If you are interested in our project, follow us on Facebook [...]
The post Indie Game - Devlog1 appeared first on BlenderNation.
from RSSMix.com Mix ID 8265702 http://ift.tt/2CiLr23 via IFTTT
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Indie Game - Devlog1
Blenderrendersky writes: Hi everyone, We are proud to share our development progress on our passion project The Long Way Home with you. Hope you ♥ it. This game is created using Blender and the Unreal Engine. Our team consists of former BGE game developers. If you are interested in our project, follow us on Facebook [...]
The post Indie Game - Devlog1 appeared first on BlenderNation.
from RSSMix.com Mix ID 8265702 http://ift.tt/2CiLr23 via IFTTT
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DENIZEN Devlog1
This is the first Devlog of our game DENIZEN.
DENIZEN is a story driven FPS set in a grim science-fantasy world with a heavy focus on mystery, character interaction and dialogue.
We are currently hard at work developing a demo for DENIZEN with the intent of having the demo playable by Fall 2017.
We are always looking for good feedback at any stage of development so feel free to let us know what…
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