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Tuesday, September 27, 2016

Battle Gem Ponies DevLog #91 (Pushing Past Setbacks)


     This week was spent making menus. Multiple times in fact since Unity kept crashing after an update and I had to start over on these things at least 5 times.

     What you're seeing in the picture above is the in-engine concept I have for the move learning screen. The white one at the top will always be the move currently assigned to the specified slot and the grey ones below it are a list you can scroll through to look for a new move to use.

If you want to see more, just look on down below!

Tuesday, September 20, 2016

Battle Gem Ponies DevLog #90 (Pony Sprites & Polish)


     This week centered around making the game look better. Both in my head and in tangible form. I fleshed out a lot of details around the story, drew some characters to put faces to descriptions, and added some little touches here and there to make the game build feel more solid/professional.

Take a look for yourself!

Tuesday, September 13, 2016

Battle Gem Ponies DevLog #89 (Drawing Ponies)


     Been working on pony sprites all week. I gave myself until the 15th before having to start on coding features and fixing bugs again. Then it'll be a 40 day march towards the next release. As you can see above, drawing pony sprites involves looking at a bunch of references that match the image in my head and eyeballing parts of each one to get the pixel shapes/colors I'm looking for.

     In the case of this Ghost class pony, Petrifus, I imagined a mummy/skeleton pony with purple fire over it's horn (now moved to just over the head because it looks better) inspired by the Delta form Charmander from the fan game Pokemon Insurgence.

Get more gamedev news and BGP stuff below!

Tuesday, September 6, 2016

Battle Gem Ponies DevLog #88 (Drawn Plans)


     Drawing out each map in detail was taking too long and I want a demo out before the end of October, so I took a temporary shortcut and drew rough outlines of what I wanted in each level (outdoors only) just to have a basic idea of what I want for later. I'll do the maps in detail after I release build 7. I'll only need up to the Peridot Woods for build 8 anyway since that's what I'll be using for the Greenlight demo launch.

Friday, September 2, 2016

BGP Inspiration (Concept Art Gallery)


     I'm still not done drawing maps just yet so I thought I'd share some concept pictures pulled from Google Images that using as inspiration for the upcoming zones. These are the same images the BGP musicians will have as mental placeholders as actual in-game screenshots are under construction.

Check out the gallery below the break.