demo
You’re going to make a public spectacle of yourself.
After some thought and playtesting of the co-op mode, I decided to move the beta release of Gonna Catcha ahead of schedule. I feel the game is stable and complete enough to be playtested by a wider audience. The things I planned to do before I wanted to release the beta has now been moved to the “Beta → Release Candidate” list. What does that mean? Nothing really. Development will continue as it was before, it’s just that there won’t be a high score table or attract mode in the beta right away. Technicalities, blah blah blah. However, before I do release the beta, I do need to do a little bit of tidying and housekeeping to get the game ready (i.e. write documentation and make the interface a bit more user-friendly). Stay tuned to this blog for more information and a special TV offer! (Wait, no.)
Wait, do you even know how to write that on paper? |
Alpha demo gameplay video thingy
After some thought, I’ve decided to make the Gonna Catcha playable demo a closed alpha for testing purposes, as I think it’s still too early for me to throw the game up on the internet for open testing. As a consolation prize, here is a video of the playable demo in action:
- More rounds. Which maze the round takes place in and the number of spirits, rocks, preta and bonus items (in bonus rounds only) in it are manual determined by me for each round, rather than determined by some algorithm. Even though the game will have 256 rounds, I’m only going to create round data up until a certain point, then either start repeating the last few rounds or randomly generate round data to fill in the rest.
- Co-op mode. It might have modified round data compared to single-player mode to balance the game.
- Attract mode. How else will you know how to play the game?
- High score table
- Controller support
- Bug fixes and code optimization. Even when I thought I’ve squashed most of the major bugs in the game, a new challenger appears:
- CRT shader. The game is setup up to use it, but it’s no longer a required feature to me anymore.
- Demonstration cutscenes. Whether or not I need these will depend on how much info I can cram into the attract mode.
- Bezel art. Artwork to put on my virtual arcade cabinet.
ROM Game Jam Day 1 – The internet wouldn’t allow it.
Normally, I wouldn’t update my blog in the wee hours of the night, but the lack of a good internet connection at the ROM Game Jam has forced me to.
FUS ARROW DAH? |
I won’t go into details right now, but let’s just say our game will be a 2-player competitive platformer.
Minimalist architecture |
And now I’m tired, and have to get up early tomorrow to continue jamming. Good night everybody.
Gonna Catcha – Gameplay Test & Explanation
*goes to sit at desk, opens a magazine*
Remember, there will be a quiz on the video next Wednesday!
Sticks and Stones – First Test
I’m starting a new project in GameMaker: Studio: a short, text-based exploration game, though not in the traditional sense. Let me explain:
You’re in for a world of it. |
The goggles do nothing! |
This gave me the idea to do a whole game like this. I call it Sticks and Stones, which, as you may have guessed, comes from the nursery rhyme “Sticks and stones may break my bones, but words will never harm me.” (Or “…but names will never hurt me.”), which I plan on using as a theme for the game.
As for the music, since my muse is tapped out of original tunes at the moment, I decided to dive into the domain of the public. Maybe it’s because I named my game after a nursery rhyme, but here is a sample of the music. It’s a tune that goes by many names: When Johnny Comes Marching Home, Johnny I Hardly Knew Ye, The Ants Go Marching and The Animals Went in Two by Two:
Anyways, that’s all I have to say for now. Check back for more updates!