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Tuesday, June 6, 2017

Battle Gem Ponies DevLog #125 (Functional, But Untested, Battle System)

Me too, Vinerva.
     This combat engine stuff is driving me up a wall! Why's it gotta be this hard? It's not even like it's a puzzle too big to wrap my head around, it's just really tedious. Things that seem like they should only take an hour eat up half a day. Then game breaking bugs pop up and I gotta stop and feel around in the dark til I find the solution. It's madness!

But I carry on and pray it's almost over. I just wanna get back to drawing new pony sprites, man.
Hope this version of the game draws to a close by Friday.

   Completed:
  • Input Skips on Skipped Turns
  • Malady Status Effect Spawn Script
  • Move Effects Apply to Both Players Now
  • Sprites can be Tinted Whenever I Want
  • Stat Changes Apply to Entire Team of Ponies, not Just One Form
  • Buffs and Debuffs will Animate in a Specific Order
     Lessons Learned:
  • Steam Direct will charge $100 per game uploaded, but will give the money back after $1000 is earned. I can live with that. 
  • Steam Direct has some flaws though. Let's see how it goes.
  • I have to make active efforts to try and get to E3 and GDC next year. Then start attending things like PAX and Magfest as an indie showcaser by 2019.
       Now it's just a matter of time until Greenlight is gone and Steam Direct kicks in. Maybe by some miracle the next BGP update comes out in time to spike it and get the game through on Steam's final round of greenlighting.
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   Downloads:

Surpassed 125K!
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     This annoying crap took FAR too long to do and I'm gonna need to work my fingers to the bone to catch up. Even if the game is delayed a month, as long as I get the beta on Google Play Early Access by October, I'm good. I want BGP to be an Indie Staff Pick and a Top 10 Ranking RPG in time for Christmas.

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