Also took a stab at rearranging the development schedule to aim for a July 25th release. The path is laid out, but the main factor determining if I can make it is getting to that Alpha build I've been yapping about for years now.
All this reorganization stuff should help with that, because things will be more efficient than ever. No more hardcoding, no more just copy/pasting from solution forums, and no more being stingy with line spacing, name lengths, or comments.
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The philosophy now is to not be afraid to space things out, name variables clearly, and comment EVERYTHING. No more getting lost. No more forgetting what something does. |
- Finished Making Global Variables as Clear as Possible
- Reorganized Variables Some More
- Changed Global Functions to Work More Efficiently
- Made Global Functions Easier to Read
- Deleted the Old Garbage Code
- Wrote Design Ideas for Sequel (this project is late as is, no time to implement even more features and experiment with new layouts)
- Tested New Save System
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The mobile gaming platform continues to be an embarrassment. This is why gamer's look disgusted when you tell them you're working on a mobile game. |
- The whole Harry Potter Mobile Game fiasco really depresses me as a dev. But it does make me that much more sure that a game like BGP has to exist to show people how it's done. A game that charges upfront then lets you have fun for as long as you want. I'm really tired of seeing games with great potential die right before my eyes because of corporate greed.
- Found this interesting article by the Web Master at Seribii talking about What Pokemon's Main Series Can Learn from GO.
- Designs I intend to implement in BGP look a lot like what that article talks about so I'm reconfirmed not to be the only one seeking a game like this.
- I'd really like to implement a more fun capture mechanic like Pokemon GO's addictive ball toss, but I'll have to experiment with that stuff as well as online connectivity and timed special events in the sequel.
- There's a lot of Polish Touches for me to put on BGP, but I need to keep pushing them back. It's function over form at the moment and I need a game that works right now. Perfection comes later.
- I might not have time to make the Battle AI as advanced as I want to, but I can lay a foundation to expand on later with DLC difficulty settings.
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Revised schedule of what must be done to get this game out in time for BronyCon. |
Looking at the state of things right now I feel like the To Do schedule is feasible enough. Spend the next week continuing what I'm doing now with remaking all interfaces, basic combat, and making sure there's a stand-in for anything I'll be adding later.
After that, I'll need to remake the overworld systems (cleaning up & copying over the working bits of that code I've already done) and convert my graph paper maps to Unity Tile Maps. After that it's just polishing up a presentable demo, then drawing sprites and testing the game for a couple months.
The key to getting all those art assets done in time is ignoring perfection until the very last step. I need rough sprites for everything, then cleaned up versions and in-between frames. Once that's all done, I can go back and tweak things with however much time is left. Main objective here is: If you can tell what it is, that's good enough for now.
Sprites have caused major delays for me in the past, and it's mostly because I spend half the time staring at the thing wondering what details are missing or debating between 2 or 3 options for 10 minutes at a time. Gotta speed this up.
Saw this email on Monday and submitted the Info Form ASAP with a revised version of the panel description. If I can reach the Alpha build by June, I'll definitely shoot them another email saying how close the game is to release. If it gets enough buzz just before BronyCon starts, and I let them know it comes out on the first day of the convention, I might find myself off the waitlist sooner rather than later.
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The new BGP breakdown. (Now I gotta live up to my word and have this out in 3 months.) |
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If you didn't know, Yotes Games is on Patreon!![]() |
Hats off to these guys as well as one Mr. Craig who's been donating 10 of his hard-earned dollars every month over PayPal since 2015. |
Can't wait to put your tribute characters into the game and see your reactions!
Downloads:
I can accomplish my goals of letting you know if I ever achieve success or not my just showing the obvious rankings and major milestones. Keeping track of all the sales numbers is interesting and all, but the methods I use to track em are falling off one by one because companies all seem to be saying sharing exact sales figures is a bad idea.
I think my best bet for a personal checkup is just to go by App Annie for mobile sales tracking, then Itch.io and Steam for computer stuff. But in terms of sharing with the rest of the world, I'll stick to the big milestones and vague sales goals. (Plus I'm sure calculating things to the last cent and estimating profit after taxes and expenses is only interesting to nerds like me who willingly took a bunch of accounting and finance classes.)
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Heello mate nice post
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