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!
- Particle Effects for EXP Bar and Saving
- Minor Bug Fixes
- Converted all Text to Localizable Spreadsheet
- Increased Code Efficiency
- Some Supporting Character Sprites
- Polished Victory Text
- Polished Level Up Screen
- Lots of Story Notes
- Lots of NPC Dialogue
- Changed Character Descriptions
- Gameplay Changes to Make Victory Island More Exciting
- Defeating Mavens Lets You Apply a GP Up to a Move Slot of Your Choice
- Fixed Tile Map Corruption (had to reassign values to all game objects in Pinto Town)
- Experimented with Trainer Indicators
Lessons Learned:
- Never Drag 2 Tile Maps Into the Hierarchy of the Unity Editor. It corrupts them and wipes all your public script variables to their defaults... Making you waste a whole evening reassigning values to every single overworld object and NPC...
- I really like it when the game doesn't glitch out and I get to see people really enjoying the game. Let's Play videos like this one are giving me a sneak peek into the future where this game is out and people across the world are falling in love with a world I created.
- That's the creative dream right? To have countless people out there loving your work of art? To join the ranks of those who inspired you in the first place?
The logo would fade in and fade out after a second once the player got within a big collision box. If that turned out to not be enough time to notice it, I'd have it reappear every few seconds like the GUI "Press Me" arrows that appear every 7 idle seconds in a menu.
In the end it just broke immersion more than it was helpful. Part of the excitement in the game is seeing someone standing next to their pony and wondering if they're up for a fight. In the demo there's a grandma at the dinner table and a young woman on the pier both relaxing next to their ponies and they never battle you.
If those two were the only pony owners who didn't have icons appearing overhead, the player would walk up and talk to them to see if they would battle you anyway, so the icons are just a messy visual distraction. When it comes to HUD clutter, less is better. So I'm scrapping that idea after having spent an hour trying it out.
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80,000 people have tried Unicorn Training and 80 new people have downloaded the BGP demo! |
Still, people discovering the game and actually having a blast (despite all its shortcomings making me cringe) leaves me with a good feeling. Like reassurance that I actually am a game developer with an audience out there to entertain. A small-fry version of what I can become if I continue to improve.
Featured:
You can turn on subtitles and see what she has to say about these brony-made games. I feel honored having something I made standing next to the indie projects that inspired it. |
Even little kids make Let's Plays! |
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