Back to work

Wow, been a while hasn’t it? For some time my creative energy was quite low and I was struggling to get much work done. Good news is I’ve recently started to get my motivation back! The bad news is, however, that’s because I’m putting my Trickster project on hiatus, possibly permanently. Quitting on a project I’ve spent so much time on isn’t exactly a pleasant decision but it’s one I had to make.

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Trickster’s playtest demo is available for download!

It’s finally ready! Trickster is now available for public playtesting. After months of work, I’ve completed all gameplay elements and the game is running smoothly(for the most part). It’s been quite the journey, there was a lot I had to learn and plenty of work I had to do but I’ve made it this far. There’s still a ways to go and quite a bit I still need to learn, however, I’m on my way.

Trickster can be found at itch.io. You can download it for free, and if you feel like supporting further development of my game you can give a little tip. Let me know what you think, any feedback will be helpful.

GMTK Game Jam

Over the weekend I participated in the Game Maker’s Toolkit Game Jam, my first ever game jam. For those of you who haven’t heard of game jams before, in a game jam you are given limited time to build a whole new game from scratch and are given a theme to base your game around. In this case, I was given 48 hours to make a game that has dual-purpose mechanics. The game jam was both fun and maddening. While I don’t think I put my best foot forward in this jam, given my slight lack in experience I did fairly well. It was a good learning experience, created some code that can be useful in the future, and came up with a pretty cool game concept.

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Lightning Smith Games E3 announcement.

Lightning Smith Games has an announcement for E3 (not really, the timing is completely coincidental). The first playtest build for my current project is ready for demo! So, in honor of E3 I would like to formally announce my upcoming game, tentatively titled “Trickster.” In “Trickster,” you take control of the Trickster character common in many Indigenous American cultures. Our Trickster embodies qualities found in the legends of several tribes. You’ll use the Trickster’s agility, wit, and powers to escape from trouble, generally trouble that you caused.

 

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Game Club: Transistor Analysis

As a part of a part of a game club, same idea as a book club but with video games instead, I played the game Transistor. And while I need to wait to fully discuss the game with the rest of the club, I can write and post what I want on my personal blog. I just finished and wanted to get my thoughts out while they’re still fresh. To start as simply as possible, Transistor is a great game. The story and atmosphere is great, art and music are beautiful, and I adore the narrator. Gameplay on the other hand, has a few issues. Ultimately, I’d call the gameplay good. In fact, I see the possibility of true excellence. There are just a few key parts that fall short.

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Developer’s Log: May

Hello everyone. As you may have noticed I haven’t been posting as many logs as usual. I’ve been doing plenty of work on my game, it’s just that I’m at the part where there is fewer clear milestones. Every week I’m working on the same things and I felt like I was starting to repeat myself every update. So for now I’ll start with monthly updates and when anything major is finished I’ll make a post. So, on to this months update.

Last Month’s Accomplishments:

  • A lot of background improvements that make the game run better and easier to work on.
  • Gave player control of movement
    • Can still only run forward, but added a back-step
  • Added a ground dash with restores “magic” and makes player smaller
  • Made headway into acquiring art.

This Month’s Goals

  • Get working on level design in earnest
  • Hire an artist

Developer’s Log: Apr.17

Last Week’s Progress:

  • Got in contact with some potential artists, waiting to hear back from some.
  • Made some big gameplay changes
    • Removed auto-running
    • Reworked jumping based on a GDC talk I watched
    • Several other changes to the game physics
  • Made some Unity tool to help create levels

This Week’s Goals:

  • Some other small tweaks I have in mind.
  • Redesign level to work with new gameplay.

I’m Back

After everything over the past 2 months, I feel like I’m finally in a good state to continue work. I am refreshed and feeling the creative spark. There is of course plenty to do and am going to have to make a good plan on how to do it all. But I’m feeling good about it, like it’s something I’ll be able to do. So, onto goals moving forward.

April’s Goals:

  • Fine tune the gameplay
  • Create levels
  • Working on finding artist and acquiring art

Know that’s basically what last month’s goals were, and while I did some work on it I didn’t do near enough. But have to keep moving forward!

This Week’s Goals:

  • Continue the hunt for an artist
  • Work on game controls and physics, still feeling off
  • Work on Level Design. Study levels of other, similar games.

Already got a start on this, let’s keep going!

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