Sunday 27 September 2015

Testing & Graphics

Quick one this week as I haven't been doing a huge variety of things with Revolver. Mostly I've been working on improving the graphics via tiles. Game Makers tile system basically lets you make a "tile-set" which is a grid of graphics that you use by placing individual grid squares in a level with a minimal effect on performance. Basically you layer these tiles over the game itself to give it a better graphical finish. It's a pretty good system for doing a simple graphical overhaul without making tons of in game objects. The main reason I've decided to work on this now is that the game is reaching the point where I really want to start getting the word out. Don't get me wrong I'm not expecting this to be the next big thing but any attention Revolver gets is going to go a long way. It's because of this that presentation is getting more important and why I'm concentrating on it now. Better graphics is also going to make the game more interesting to play as the current gray heavy graphics are so dull to look at it takes away any fun the game actually has to offer!

In other news I'm after play testers! You can get the latest update of Revolver here which is the version that adds the level climaxes and intro room and you can answer a simple feedback form here. Any feedback is much appreciated and will help me out a hell of a lot so please give Revolver a go and tell me what you think!

-Beau

twitter.com/Bocodillo

Sunday 20 September 2015

Saving, Loading & Level Climaxes

More awesome developments this week! Revolver now has progress saving and loading. Whenever you choose a trait in between levels the game will now save your progress (which room you had previously completed) and what traits you have selected so far. You can now leave the game (through the esc/pause menu) and come back later by choosing the continue escape tunnel in the starting room. A few notes about this system before I continue. Currently dying DOES NOT delete your progress. In the final version it will however and starting a new game + completing the first level will overwrite your progress so bear that in mind. The reason I'm currently not deleting progress upon death is that I want anyone playing the game in its current form to get further than they may otherwise would. The game isn't perfectly balanced yet and I don't want to punish you for that!

The second main feature for this week is the level climaxes which I brought up last week. Simply put when you insert the floppies you've collected into the floor emergency terminal and escape ladder will open that you have to get to and escape from the area with. Sounds simple but once the terminal is activated every single enemy in the level will start chasing you. All of them. Until you escape. Players are now rewarded for getting a good understanding for the layout of maps and exploration prior to the terminal activation as well as good use of flares (lighting up a quick and safe path is a really good move). All of these will allow a player to much safely navigate once the going gets tough.

For a bit more detail here is this weeks Dev Log:

14/09/2015:
-Once the player activates the terminal all enemies in the level now chase them. It's a great climax to each level.

15/09/2015:
-Began work on a progress save system. Quite complicated to implement the way I want but I should be able to get it done this way.

16/09/2015:
-Game progress can now be effectivly saved and loaded. Players upon taking the second exit in the intro room will spawn in the level after the one they had previously finished. Traits are not yet saved and carryed however.
-Progress is now deleted upon player death.

18/09/2015:
-Traits can now be selected and loaded correctly.

19/09/2015:
-Loading works for all traits and level progress. Did notice a bug when having every single trait on that disallowed reloading, will look into as it may cause other problems too.
-The escape ladders in the intro room now state what they do. Either "NEW GAME" or "CONTINUE".

Now this week you will be able to download the newly updated version containing all of this weeks updates (stated above of course) as well as last weeks, which consists of a few tweaks and the intro room itself. As always you can download a copy here. Any feedback is much appreciated as this being my first proper game dev project I'm still learning so much!

Have a nice afternoon,

Beau


P.S I've also started doing some work on coming up with a logo. Here it is currently in it's shoddy half finished form!


Sunday 13 September 2015

Improved Intro & Outros

This week I've been mostly working on making a better intro to Revolver. Until now the game would start up, the player would select a character and then instantly be thrown into the first level. That was shit. Now however players will start in a small intro room with the ability to walk around, shoot and otherwise get used to the controls. Here they are able to select characters and enter the first level once they do so. They can also read a note they spawn next to, explaining some story a few mechanics and introducing the character of Harold Fletcher. As I continue to develop the game this intro room will also allow players to continue a saved game, change options and perhaps even view stats of some kind. All while allowing them to get used to the controls!



The second main feature I've added this week is the escape ladders. Before when a player collects the required number of floppies and inputs them into the terminal the level abruptly ends. Kinda anti-climatic. Now once the player activates the terminal an emergency exit opens that the player must reach in order to end the level. Sounds simple? Once the terminal is activated ALL enemies in the level will begin chasing you down, so be ready to run and gun your way out of there. You better hope you found where the exit was earlier or you're going to struggle big time.

Here is this weeks Dev Log:

07/09/2015:
-Changed tile layering to allow terminals to appear actually on tables!
-Added first proper terminal. Will continue to add more text as time goes by.
-Added a super simple off terminal object. Just for show mostly.

08/09/2015:
-Updated and improved several small aspects of the terminal display and note display.

09/09/2015:
-Created multiple characters, backstories & the like for the various notes, emails & logs that the player can find.

10/09/2015:
-Began work on intro room that will become a playable main menu. The setting is one the safe rooms that players are implied to be travelling to inbetween levels.

11/09/2015:
-Built layout and tiled safe room. Moved introductory note into this room as it is a better location for it.

12/09/2015:
-Added character selection to the starting room.
-Added an escape ladder object. Now when the player activates the floppy disks in the terminal an escape gets activated allowing the player to access the trait screen and progress to the next level. The only time this isn't the case is during the safe room when the player must select a character to exit the area.

Not much else to add about this weeks work. Look forward to the new update available here next week and I hope you all have a nice weekend. Whatever's left of it!

-Beau

twitter.com/Bocodillo

Sunday 6 September 2015

First Update of Many

Here it is! The first of what will now be fortnightly updates. Not much to cover here honestly so here is this weeks dev log:

31/08/2015:
-Created a system that allows different notes to show different things. It's a bit complicated though and requires playtesting to implement (far too complicated to write about here). Will stick with it for now though.
-Added similar system for terminals.

01/09/2015:
-Added screenshake.

02/09/2015:
-Fixed bugs with screenshake on player damage/gas damage.
-Edited sound effects for player hurt, turret firing, item pickup, revolver reload & level up to make them less abrasive.

03/09/2015:
-Set up the player sprites and collisions in a way that removes the head object. This means each character can have a unique head! Collisions have taken a little hit. Whereas before they were near perfect now players can get stuck in certain instances. Ironing those out now though. Fixed a bit. Will leave like this and wait for feedback. If not positive will find alternative solution.
-Re added the system where the player head handled collision and the body sprite was drawn around it but made the head invisible. Fixed all problems and allows for proper character heads!

04/09/2015:
-Altered note display slightly to make it look nicer. At some point making a script for the display will be a good idea.

05/09/2015:
-Altered story to make it simpler.

You can download the new version right here.

-Beau

twitter.com/Bocodillo