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Tuesday, December 31, 2019

Battle Gem Ponies (December DevLog): Prototype Detailed


Battle Gem Ponies is shaping up nicely. The fun little details are being added in now and we're seeing how far we can run with the little things being implemented in this prototype.

We've got villain concept art, working data, cutscene scripts, character animations, working menus like the Ponipedia, and calculations for the battle system all done over the holiday break!

Monday, December 16, 2019

Battle Gem Ponies (November DevLog): Getting the Little Things Right


Despite numerous distractions like travel, coma-inducing Thanksgiving meals, and an intense workout regiment to counteract it all, progress is still being made towards BGP's public prototype launch. There's a lot of little changes being made behind the scenes to turn this into a super smooth operation that can sidestep mistakes of the past and there's still a couple week's worth of problems to solve before we can touch the combat system itself.



Or for now, come checkout a summary of the past month's progress below the break.


Saturday, November 16, 2019

Battle Gem Ponies (October DevLog): Full Speed Ahead!


     The initial hurdles of learning to work together and getting a foundation in place for the project are all behind us now. The Yotes Games team is hard at work every day and we're knocking out features one-by-one.

Come get a not-so-brief summary of the game's progress below.


Friday, October 18, 2019

Battle Gem Ponies (September/October DevLog): Forming a TEAM!


     This past month has been the most productive by a mile.


     A nice new tradition I'm starting up is putting up 2 Patreon updates a month now. One at the beginning of the month and one at the end. These posts are getting super meaty and full of news now, so the separation gives some breathing room to the avalanche of content to talk about. This month's posts are about finally finding a programmer to help me exponentially speed up development. We got a lot done in just the past 30 days and now the prototype phase is at least 50% complete. 



     Otherwise come back in a month for some big news. Because now that we have momentum going, a new demo you can play will be here before you know it.

Or for now, come checkout a quick summary of the past month's progress below the break.


Sunday, September 15, 2019

Battle Gem Ponies (August DevLog): Variables & Messes!



     Long story short, the 600+ variables required to make Battle Gem Ponies work have been put into a new usable form that'll make what's coming next possible. With all the ingredients finally here it's time to whip up a fresh and playable version of the game!



Otherwise come get a glimpse of the game's upcoming development tasks below.


Thursday, August 15, 2019

Battle Gem Ponies (July DevLog): Aha! Now I see...


     Still chipping away at this project one day at a time. Real life hurdles still slowing me down and demotivating me, but even just looking at the roster of pony sprites on my phone throughout the day inspires me to keep pushing forward to make this thing real. Another devlog went up and I want the world to know about it.


Otherwise come get a brief summary of the game's progress below.


Thursday, July 4, 2019

Battle Gem Ponies (June DevLog): A World Restored!


     Starting development on things I can actually show off with visuals! Tilemaps recovered from oblivion, and steps towards an explorable overworld, this time made with a lot more common sense and cleanliness. 

     Catch details on all that and more in this month's DevLog for the prototype of Battle Gem Ponies! (Get on the Patreon Hype Train for Exclusive Posts about the making, and remaking, of the game!)

Friday, May 31, 2019

Battle Gem Ponies May DevLog: Back to Basics!


     Met with some hiccups along the road to gamedev, but steps are being taken to assure the project moves forward. Many experiments were tried and failed in May but some worked out as well. The main takeaway is that when in doubt, I'm better off proceeding with what I know works, even if that means a few weeks of brute force manual coding & organizing assets. Full details are on the Patreon, progress is slow & steady, but the playable prototype is still priority #1.

(Warning: this gamedev stuff is not for the feint of heart, kids. Don't go for it unless you're CRAZY about this stuff!)

Friday, May 3, 2019

Unicorn Training Returns to Google Play!


     It was down for a long while, but I finally put my first RPG back up on the Google Play store for all to see! Unicorn Training is the top-down shooter adventure I made after a series of practice games to train me up to becoming a developer capable of making the huge games I see in my head. 

      If you're curious about how my first attempt at that turned out, go download it now!

Tuesday, April 30, 2019

Battle Gem Ponies DevLog (April: Align the Stars!)


     The first Patreon exclusive Yotes Games post just went up for those curious about the game's progress this past month. It's got screenshot breakdowns, what roadblocks have been stumping me, and a look at what's to come over the next 30 days.

     Chipping away at this project one day at a time. Looking forward to generating some YouTube hype as soon as the prototype build is done.

Sunday, March 31, 2019

Battle Gem Ponies DevLog (March: Warmed Up & Eager)


     The Unity project has been cracked open and filled with placeholders and tools for actually developing a playable build now. One screen at a time, one placeholder at a time, one feature at a time.

     There's a long road ahead and I can already see myself going mad trying to animate all these ponies and debug every feature, but that's what makes this work. It's the tedious price paid to get to where I wanna be. And where I wanna be is online sharing links to my finished game for folks to check out.

    A lot of gamedev went on this past month. Hope to be dishing out some videos on the matter soon enough. See what's cooking so far below the break!


Thursday, February 28, 2019

Battle Gem Ponies DevLog (February: Charted Out)


     Off to a slow start but settled into a decent development routine at last. Plus, I've got heckling coworkers now to poke & prod me on a daily basis about getting this game done. Also, a new Pokemon game was announced, and it looks like its following the same formula I'm getting tired of, leading me to feel more fired up than ever to deliver my take on the elemental turn-based RPG system.

     If you want to know exactly what's on my dev plate going forward, then you'll like the production document cut & paste in this February blog.

See what's been up this past month below the break!

Monday, February 25, 2019

Battle Gem Ponies @MAGFest 2019! (The 1st 4-Day Con Booth)


     This past Magfest certainly was an adventure! Supplies were gathered, 2 friends volunteered to help, and we ran the biggest Battle Gem Ponies booth yet. And for 4 days straight! I thought some folks out there would like to see what that adventure was like so catch a write-up on this indie dev experience below... 


Thursday, January 31, 2019

Battle Gem Ponies DevLog (January: Foundation Framework)


     Itching to kickoff the new year with great progress on Battle Gem Ponies! Gotta admit, I'm sorta stumbling out the gate in this race here, but I'm getting a rhythm down now.

See what I'm talking about below the break.

Wednesday, January 30, 2019

Battle Gem Ponies DevLog #200 (Fresh Start)


     At the end of 2018 I took some time to get my personal life sorted out so I can get back to focusing on making Battle Gem Ponies a reality. New year, new job, new home, fresh start! 

But maybe a little too fresh...

     You see, it seems like my Battle Gem Ponies project file in the Unity Engine got corrupted from an interrupted cloud backup process and by the looks of things I'm going to have to literally start from scratch on this project. The only things that survived were all the sprites and some old backup files from the 2017 pre-alpha project.

    It's been driving me crazy all month and trying to save it just wasted a month of energy. I'm ready to start completely over. Probably for the best, so I can look at the guts of the project one last time and use everything I learned to make this game as efficiently as possible.

    I'm here to bring you one last BGP devlog in the format I've done since 2013. From here on posts will be big development summaries once a month and any extras will go up when there's something important to talk about (usually on Wednesdays).

    So come get the latest BGP development news! It's been a while.