Tuesday, September 1, 2015

Battle Gem Ponies DevLog #36 (RoShamBo & Top Secret Sprites)

     So things are settling down now as an idea has been chosen and pitched for my senior capstone class. I'm going with a simple Rock, Paper, Scissors RPG that will require me to make all the overworld assets needed for Battle Gem Ponies in order to get 2 things done at once.

Shifting into high gear this week in gamedev. Check out the details below.

Friday, August 28, 2015

Will Battle Gem Ponies Have Day/Night Cycles?

       I'm still trying to think of ways to justify having a day/night cycle in Battle Gem Ponies. There just aren't enough nocturnal ponies to make it interesting in that regard, so I need to come up with something else. My current idea is to sometimes have different trainers roaming at night, but even that doesn't make much sense lore wise.

     The only solid thing I can think of is some puzzle segments dedicated to the day and night alicorns. And as for how time passes, it would have to be Ocarina of Time style, where it's there but not emphasized like in Majora's Mask. Maybe I can have ghost and bat ponies roaming at night in addition to whoever's normally out there.  Things are just up in the air right now, but I am trying to make it work.

Tuesday, August 25, 2015

Battle Gem Ponies DevLog #35 (Capstone Chaos)

     Time to focus on the overworld for a bit. I still plan to add the necessary updates to the battle system, but I'll need to get a decent start on the overworld portion of the game to satisfy my school requirements. After testing out my schedule last week I found that there's plenty of time for me to develop the game during the week. I can squeeze in a solid 4 hours a day and all of Sunday.

Friday, August 21, 2015

Revised Senior Capstone Plans

     I won't be able to continue working on Battle Gem Ponies as my Senior Capstone project. At least, not in a straightforward way. All non-design document development up to this point has been for the battle system that was shown at my BronyCon panel a couple weeks ago. The capstone is a school supervised project that needs to be a significantly unique product. I can't just take my battle system and add more depth to it. It needs to be distinct from the thing I've been showing everyone.

     When I met with the professor in charge of this project on Tuesday, I couldn't even start my pitch before hearing a definite "No" (talk about a shutdown).  We aren't allowed to start working on anything pertaining to our chosen project until our formal project plan has been approved by the professor. Since I already started BGP, I can't continue to develop it in-class.

     If I did continue my summer's work as school work, higher-ups would question how I accomplished so much in such a short amount of time, or look into my digital past more to discover I actually started making this RPG way back in December. That's academic dishonesty and an unfair advantage against my graduating class for this piece of portfolio work.

     To do this right I need to piece this off into it's own thing for this semester. That means I'll have to work on the overworld separately then combine it with the combat later.

      I can continue developing the battle system for a different class focused on researching an advanced development skill (i.e. online play, analytics, achievements, etc.). By balancing things this way, I can stay on track with my task list while passing these major classes that I need to graduate on time.

     My capstone will be a short overworld-based adventure where I can test out all the mechanics I'll need for BGP. Day/Night cycles, pathfinding, collision maps, and so on. Basically just make a BGP demo without battles, then add battles and release it as a pre-alpha adventure demo.