Friday, May 22, 2015

The Pony Stats Menu

     This here is the Pony Stats menu. You can access it in the overworld and also in battle. It breaks down all the combat relevant info for whoever is in your party. You can see the moves, class weaknesses, abilities, augments, maladies, stats, classes, items, and nicknames of any of the 3 ponies you send into battle. You can also check how close you are to leveling up here.

     An additional feature coming later is the ability to customize your pony through a pop-up that let's you alter your stats, attacks, and equipment. Right now everything works on a basic level, but some details won't function until things like maladies are put in the game. 

     The background is temporary and it can't scroll until I figure out how that works in Unity. With some time and a lot of Googling I'll have it working well enough for early playtesting. This menu was a pain in the butt to make, but now I'm that much closer to releasing the Pre-Alpha V2 demo.

See the menu in action!

Tuesday, May 19, 2015

Battle Gem Ponies DevLog #21 (A Week Into Things...)

Got some tweaking to do before menus are ready.
     This is the good kind of tired. The game is all I focus on these days and the complex things are being implemented now so that they're over with when time comes to crunch for release. My biggest holdup this week was the Stats and Caps menus which took up multiple days when I expected to finish them within 12 hours. Aside from that, I'm making room for more Unicorn Training time as I get ready to port to iOS this upcoming weekend. Expect more details soon.

You can find out what happened and what's to come by checking just below the break.

Friday, May 15, 2015

Battle Scene Backgrounds (In BGP)

     Vibrant backgrounds are a pretty important part of the battle scenes in Battle Gem Ponies. It took a bit to get the feel just right, but this is how I pictured the Meadow Battles in my head. A Grassy plain with scattered flowers and weeds. I still have to add slow moving clouds to the sky in the back but I've been focusing on battle engine bugs lately.

     The backgrounds are made by simply making a 346x128 rectangle, splitting it in half, making the bottom a solid ground color, adding subtle gradients to the sky and ground, blurring the horizon line, tossing on foreground sprites (and other details), blurring out the sprites softly, then making the foreground and detail sprites halfway transparent. The result is a background that pops but is noticeably less attention grabbing than the sharp, solid-colored, animated sprites that are the ponies.

     I plan on using a similar design for all the backgrounds. A recolor of the ground and horizon mixed with new foreground elements and some subtle animated touch. I need backgrounds for the desert, different caves, indoors, in a forest, by a creek, atop a mountain, and many other places. Now that I have a system for it though, it's much less overwhelming than it sounds.

Tuesday, May 12, 2015

Battle Gem Ponies DevLog #20 (School's Out! GameDev Time!)

     Ready to shift into MAXIMUM OVERDRIVE!! I'm all settled in at home and cracking down on my development task list. With the BronyCon panel fueling me, I have all the motivation in the world to get down to business. Every cent I've saved so far is about to be put to use as I get more supplies that allow me to launch Battle Gem Ponies on more and more platforms.

For details on the past week and what's to come, look no further than below the break.