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Showing posts with label Dragon Souls. Show all posts
Showing posts with label Dragon Souls. Show all posts

Tuesday, December 23, 2014

Dragon Souls Prologue Status Report #5 (What Comes Next?)


     With the action prototype project out of the way I was able to get my thoughts down in written form this week and start seriously dreaming up my next game. It feels great. A huge weight has been lifted as I'm finally set free. I can do the thing I want most now and start living the dream of making a truly awesome game. That game will be revealed in the next post and I'm excited to finally pull back the curtain covering what I spend all day, everyday, thinking about.

     Check below the break for a week's worth of sales, paycheck news, leftovers from my high school Pokemon project, and hints of what post-Christmas surprise I'll announce on Friday.

Friday, December 19, 2014

Dragon Souls Prologue [CANCELLED]


     I know this must come as a shocker for those following my gamedev adventures, I mean, really the decision came out of nowhere Tuesday night. I finished up the HUD and stared at it. I pulled up the icon and stared at that too. I finally gave into the voice that kept saying "This isn't going well." and imagined how much happier I'd be if I could just start my dream project that I've put off for 5+ years. Something I could spend a year or more on rather than rushing it out before school starts again.


I am cancelling the production of Dragon Souls Prologue indefinitely.

     You can catch a full breakdown of lessons learned and what I was thinking below the break. Just know that I'm working on something much better now. The thing I've wanted to do since I fist learned programming. A game that does everything I wish Pokemon would do.

Tuesday, December 16, 2014

Dragon Souls Prologue Status Report #4 (Convention Ready)


     I officially predict that I will not make the game in time for the Christmas close-off. I'm now aiming for January 9th - 11th. A lot of things were occupying my time last week. Between finals I was in a frenzy to get all the facts together and plan my trip to my first ever convention, which is also the first time I'll be presenting my games to a huge crowd. Sure I'll have the experience from my school's BYOC party in April, but BronyCon will be a totally different beast.

     One of the big things I did this week was make a DeviantArt account in order to be more social with my target audience (people who like ponies and RPGs as much as me). Check out a link to that along with some sales data below.

Friday, December 12, 2014

Dragon Souls Paused For Finals Week (Huge Leaps In Progress From Now On)


     I've mostly been doing non-Dragon Souls stuff this week but since school is officially out for Christmas I have a whole month to focus on gamedev. Most of this week's progress has been me speaking with folks on social media and reading/watching as much stuff as I can about presenting at conventions (BronyCon in particular).

    My biggest  accomplishment for Dragon Souls was getting all the enemy sprites in and animating them all. Everything is looking good so far and it's time to start coding how everything behaves. I'm glad the scope is really small this time around because I still want to start my RPG project more than anything. My wish will be granted the very first day of class in January and I couldn't be any more excited.

     On a side note, I have a DeviantArt account so I can finally leave comments there and tell people how awesome they are. You can also find some of my high school bored-in-class drawings that got me where I am today.

Now it's time to get to work! I want a playable game by next Friday!

Tuesday, December 9, 2014

Dragon Souls Prologue Status Report #3 (Approaching Prototype)


     It's finals week so the stress to finish the semester strong is on. Last thing I need now is to repeat any courses. I'm getting ever more excited to start my next RPG in January, but Dragon Souls needs to exist first. Not only is it going to lock-down the trademark I paid so much for, but it's grid system will be used in my next game's overworld. It's also supposed to show how I have plans for future games that don't all involve multicolored equines. This game just needs to be out.

     By the looks of things I won't be making the December 22nd deadline, but who knows. Maybe  I'll be really productive over winter break.

Get some sales data, convention plans, and other news below.
(Spoilers: I'm moving to Florida in July!)

Friday, December 5, 2014

Experimenting With Dragon Souls Prologue


     I learned a lot about how 2D Toolkit's TileMaps work. I now know how to set the origin points to place character feet on the center of a tile, make it so no tile's coordinates are below zero, have objects with a lower Y value layer over things with a higher Y, and efficiently snap objects to the tile they need to be on. The objects are supposed to slide smoothly when moving and pause at the center of an adjacent tile if they stop.

Tuesday, December 2, 2014

Dragon Souls Prologue Status Report #2 (Setting Up)


     Development is underway! I am seeing the pieces come together as I try new techniques I want to perfect in future games. Things like smaller/sharper sprites, smooth controls, and clean general organization.

Check out some sales data below!

Friday, November 28, 2014

Dragon Souls Design Document & Sprite Drafts


     After a nice Thanksgiving break post-Unicorn Training (not much progress, but lots of dreaming), I'm finally ready to start Dragon Souls Prologue. I wrote up the design document to finally get things out of my head and into the logical world. It's complete rule-wise but details may change as the game comes together.

    The game design document is the big paper where I describe in vivid detail exactly what game I'm going to be making and how to go about making it. Because I'm working alone, I only have to make it clear for me and my future self.

Get some design info and sprites below.

Saturday, November 22, 2014

Dragon Souls Prologue Status Report #1 (Ideas)


     Unicorn Training released a week ago (Get it here!) and another project is already underway! It's full steam ahead as I try to make another game before app stores close for the Holiday frenzy. This is also the beginning of my new blogging schedule where I only post twice a week (Tuesdays and Fridays). I want to do Status Reports on Tuesdays so I can show weekend sales (which I assume are more interesting) and I'll do weekly posts on Friday showing the most interesting developments on whatever my current project is. This report will stand in place for this Tuesday's so don't expect any updates until this upcoming Friday.

Here's week one of Dragon Souls Prologue and a new Yotes Games!
Check out Unicorn Training sales data below!

Friday, November 21, 2014

Next Project: Dragon Souls Prologue (Arcade Hack n' Slash)

Dusty old doc from before Unicorn Training...
    It's finally time to talk about this thing. This game I've been trying to make since I first learned C++ in high school. Back then it was called Dragon's Flux, but now... Dragon Souls. Trademarked. Actually, I'm just holding onto the trademark since it isn't set in stone unless I provide proof of use in commerce within the next 4 months. It was a really good name that describes the theme perfectly and before Yotes Games was even a thing I saved up to buy the name "Dragon Souls" as the name of my own video game series.

     Sadly, like Unicorn Quest, I'm not able to make this huge RPG adventure just yet. Especially with school in the way. Instead I'll be pseudo-introducing the game's protagonist and world rules. I say "pseudo" because unlike with Unicorn Training it's going to be very unrelated to the actual game series in terms of gameplay. This is a fast-paced action title with one mode and one rule: Survive.