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.

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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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.

Update

A quick update on what I’ve been doing. It’s been an odd month following a kind of bad one, and I’ve haven’t been as productive as I’d like. Having to get used to my medication again, getting my life back in order, the release of a game I’ve been anticipating for years, and having two trips really kept me distracted. In addition, the work I have to do on the game right now isn’t something I have much experience with, slowing down progress even more. All of this has given me a case of creator’s block and I’m working on getting through it. And it’s not like I haven’t been doing anything, I’ve doing some primary looking for an artist, mostly recreated the first stage, and kept refining the game to play better. I have a big trip this week and hopefully it will help inspire me some, have a lot of work to do.

Developer’s Log Mar. 13

Last Week

Embarrassing nothing to report. Legend of Zelda: Breath of the Wild came out on the third and between that and trying to get a degree of order back into my life I didn’t get any work done. Things are starting to come together now and I’m feeling much better, so I just call last week a vacation and mental health break.

The Week Before

  • Got the camera working and build the framework for the first level

This Week’s Goals.

  • Finish the first level.
  • Brainstorm ideas for other levels
  • Do research on art and story

Modifying Goals

At the beginning of the year, I had this big plan of designing and creating 4 game over the course of the year. Now that two months have passed, I’m sure I won’t be obtaining this goal. This isn’t a negative, just a change in what I’m aiming for. Originally, I planned on these early games I’d be working on being simple things. I didn’t think I’d be trying to sell any of them, thinking that they’d just be simple experiments. I was unprepared for how good the prototype of my first project would turn out!

I loved the gameplay in my prototype so much, I thought I would be a waste to not develop it into a commercial title. At first I thought maybe I’d still be able to stay on track of the original goal, the game is still quite simple. However, I was prepared to abandon my 4 game goal to make this game. And after a bad month, and quite a lot I have to do regardless, it’s time to put my old goal to rest and move ahead. I’m still very glad I made that goal at the start. Having it empowered me to start working, not sure I would of gotten anywhere without it. I am going to have to redraw a plan to move onward, without an outline I may have issues staying on task. Have to regain my focus and get to work.

Developer’s Log: Feb. 28

Another month down. February wasn’t a great month for me. I had a lot of issues handling my ADD and wasn’t able to accomplish as much as I would of liked. I was able to get a fair amount done on my project regardless, but it was at the expense of maintaining and writing for my blog among other things. Hopefully the cause of my problems has been dealt with and I’ll be able to work effectually moving forward.

February’s Accomplishments:

  • Made the decision to create my final game using Unity.
  • Learned the basics of how to design in Unity, as well as the necessities for creating a 2d platformer.
  • Recreated the majority of the basic gameplay from the prototype.
  • Started looking for an artist for game assets.

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Developer’s Log: Feb. 13

Last Week’s Accomplishments

  • Went through several Unity tutorals and have a good enough grasp of the engine to start developement.

This Week’s Goals

  • Port the gameplay of my prototype into Unity.
  • Continue to work on acquiring and producing assets.

More Lessons in Game Development

Been busy the past few weeks and blogging has been the back burner. I’ve seemed to have jumped into another crash course in game development without really meaning to. Deciding on moving on from my prototype to a full release has added quite a few tasks I need to fulfill. Not that I wasn’t expecting that, I knew there will be quite a bit more I’ll have to do. But knowing that it will be difficult doesn’t really prepare you for it. There wasn’t anyway I could be ready for it, only experiencing the game development process can you truly learn how to do it properly. I’m making progress, though a bit slow as I learn to juggle everything that need to be done.

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