Click to Play!

Showing posts with label GDD. Show all posts
Showing posts with label GDD. Show all posts

Monday, December 12, 2022

What makes a game like Pokémon Scarlet or Violet so dang FUN despite all the cut corners?


Pokémon SV has me thinking about what order to put Game Direction priorities in... 🤔

(List & Thoughts 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!

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.

Thursday, December 6, 2018

Battle Gem Ponies DevLog #199 (Almost There...)


     Getting closer to the big move and settling into a real groove of development. Getting eager to implement all my new ideas for the project. Getting real sick of running out of time in the day.

     Let's get this show on the road. Check out the latest (very brief) dev log for Battle Gem Ponies!
     

Thursday, November 29, 2018

Battle Gem Ponies DevLog #198 (Thoughts in Order)


     Nothing impressive to see here, kinda just another week of getting my ideas straight. Converting messy notes into legible text, then giving that text some context to make sense with the rest of the vision.

     I'm working on the design doc some more, basically. Combing through each and every detail of the game again to make sure nothing is boring, too derivative, tedious, or pointless. I want to charm the pants off of folks the whole way through. And I absolutely want to make sure to vaporize any accusations of this being an uninspired Pokemon clone.


Wednesday, November 7, 2018

Battle Gem Ponies DevLog #195 (Inspiration Manifestation)


     My entire past week revolved around a game that wasn't mine for once. I took the time to play the newly released followup to my favorite indie game of all-time (Undertale, in case you didn't know) and it was time well spent.

     I came out the other side of those credits re-energized, inspired to work harder, and pumped up on well-designed RPGs and quirky/interesting fantasy worlds. Overall, a nice reminder of why I love gaming so much.


See what notable new design elements are coming (without getting too specific) along with some Earth-Shaking indie dev news down below.



Wednesday, October 17, 2018

Battle Gem Ponies DevLog #192 (Missed the Train, So Up the Standard)


     Tiny bits of progress get done week-by-week and right now I'm one step closer to getting those YouTube videos ready to fill in the gaps. With scripts written, it's a matter of recording all of them and splicing a few videos together.nI can hope it takes a weekend, but I'll just take this one day at a time. You know how I am with deadlines.

Get this week's GameDev news and introspection below!

Wednesday, March 7, 2018

Battle Gem Ponies DevLog #161 (Wednesday Milestones)


     Release feels so close. It's like the pieces are all in my lap and I just have to follow the instructions to put them together. The final version of Battle Gem Ponies is so clear in my head now that I'm fanboying over it sometimes.

     In the last 7 days I charted out exactly how all 360 battle moves will look, I recreated every menu, rebalanced the battle system, came up with catchier names for things, sorted out details for a DLC & multiplatform launch plan, and closely studied just about everything that makes the games that inspired this one so great.

     To keep track of things I made a week-by-week breakdown of the rest of BGP's development. Counting down what's left to do to get the game to a launchable state. If you wanna find out what the Yotes Games Wednesday Milestones are, look at the list below!


Tuesday, February 13, 2018

Battle Gem Ponies DevLog #158 (Major Restructuring)

New Texture Packer tool is making my sprite file sizes 75% smaller!
     Time to clean things up. Look, I made a big mess of files and code while figuring out how to put this game together. But now with years of experience and new tools at my disposal, I know I can do better. So I'm basically recreating Battle Gem Ponies using everything I have, but this time it'll be much more organized, run smoother on all devices, and have some neat features I couldn't pull off before.

     This change up won't affect the release date that much since I planned to do all this for the alpha build anyway (but to a lesser extent before Patreon boosted the budget). So basically, just expect a prettier Battle Gem Ponies to come out this Summer.

Get an idea of what I mean in the devblog below!


Tuesday, February 6, 2018

Battle Gem Ponies DevLog #157 (Study the Competition)


     Another week flew by and somehow I spent most of it in planning/prepping mode instead of programming crunch. One link led to another and I ended up researching marketing techniques, storytelling tips, Lets Plays of competitor's games, game design breakdowns, and tons of RPG reviews. All while comparing what I saw with the notes, documents, and files I have open for Battle Gem Ponies. 

     Every part of me so badly wants this game to be perfect. Seems like I've become addicted to double checking my work before it's even finished. Time to fix that. This next week has to be ALL gamedev. One by one I have to knock out bugs and add in features.

     But thanks to this past week of knowledge binging, I can go in knowing exactly how high the bar is. Take a look at this week's blog to see how I intend to counter BGP's potential shortcomings and how I think it'll manage to stand next to some pretty established RPGs.


Tuesday, January 23, 2018

Battle Gem Ponies DevLog #155 (Placeholders in Their Place)


   The pieces are all lined up. Just a week or two of coding and another week of polish, and I'll be set to start shaping the world of Battle Gem Ponies! A playable version of the story mode at long last! I'm super eager to share all the recent progress (and there was a lot) on this week's devlog, so check it out! 🎮💎🐴

Tuesday, October 3, 2017

Battle Gem Ponies DevLog #141 (All Fleshed Out)


     Story is all fleshed out, game progression is set, pickups are placed, and the pony roster is spread out across the map like butter on toast. Today I'm doing one last check through for logical consistency to make sure any plot holes are covered and unnecessary info is pushed into the background. The master plan is finally laid out and construction can continue!

Wednesday, September 27, 2017

Battle Gem Ponies DevLog #140 (Revision of the Vision)


     Taking a close look at the design of Battle Gem Ponies this week to make the game flow better. Knowing why every items, ponies, and power ups are acquired the way they are and how they contribute to the player experience. Condensing big story ideas into as little text as possible. Scattering lore in optional bite-sized chunks instead of exposition dumps. Making sure each map has something memorable happen. And making sure I know exactly how to make what I have written down within the Unity engine and my current pipeline.

     I'm making a list and checking it twice. Gonna make sure this is a game worth people's time and money. Gonna make sure it's an experience people will want to share with others.

Friday, February 10, 2017

Plans for Demo 6.5 & Beyond


     Instead of delaying the update I promised Steam Greenlight towards the end of February (with the risk of missing the month entirely), a midway update is coming.

     One with the graphics changes I need to make this game distinct from Pokemon fan games and the ponies distinct from the MLP canon and fanon characters. Also, with much needed bug fixes and a few new fully animated moves.

     This will allow me to keep my advertised monthly playable demo schedule and not stress so much about getting a build out that I skip a thorough playtesting session before release. Demo 7 will be a code complete version of the game released in March. All battle mechanics and overworld functions will be in working order, even if the graphics will be placeholders. The playable release will simply be one last Pinto Island demo but with complex battle moves, complete animations, proper leveling mechanics, and in-game cutscenes.

     The April demo, will then be the first story release. A playable version of what I have planned for the beginning segment of the game, featuring the first 3 towns and the routes between them. The builds that follow will be separate pieces of the final game's adventure mode that show demonstrate my vision for the game while getting people hyped to see more.

     Game development is a messy process that always, always, ALWAYS, takes more work than you were expecting, even for the simplest of things. Here's to hoping that by giving myself even more breathing room, I can get something solid out there people can enjoy.

Friday, December 9, 2016

Pony-Surfing is Cool


     Remember a couple weeks ago when I wanted a cool reason for surfing with your pony to make sense? I think I came up with something pretty good here. You get on a little surfboard and your pony tugs you across the sea! This way your clothes don't get wet, your pony has an excuse for being in the water, your avatar only occupies 2 tiles of space, and you can move very quickly over water.

     You can either go at a nice, cruising pace, or dash like crazy to cover some serious distance. As simple as toggling the run button.

     It has a flaw in that it means you need an Aqua pony, or at least something that swims well, whenever you want to cross water. On one hand, this is people's natural inclination going by the Let's Plays of the BGP demo. On the other, I wonder if it'll annoy players like HMs did by having them need to go back to the nearest town to put an Aqua pony on their team in order to explore the Sapphire Sea or Spinel Ridge waterfalls.


     This way seems to be a bit neater than the miniboat idea (No idea how to make that look good. Both in overworld and as a battle background.) and brings some cool imagery to the game. I can already picture the pony surfing fan art in my head.

     Also, while I was at it, I added teleportation so you can get to Town Hall more quickly and customize your pony. These things together should make navigating Pinto much more fun. And you'll get to try them both in Demo 6!

Friday, November 25, 2016

Travel Moves Vs Ride Pokémon


     Since 10th grade I've wanted to make a Pokémon game where, instead of HMs, you simply needed to have a monster in your party with the physical capability to accomplish a task. Strong Pokémon can break and push boulders, winged ones can fly you around, and Water types can swim with you. Simple stuff that still compels you to diversify your team. The way things should be, right?

     But then Pokémon Sun & Moon does ya one better. Who says they need to be your Pokémon? Pokemon can be summoned and teleported right to you anyway, so why not just have ones like that appear at will and not affect your team composition at all? Much more fun and stress-free than worrying about party composition and sacrificing move slots. It's an elegant solution to a decades old problem that ended up being better than anything I've thought of or heard about before.

     Trouble is, I really should've thought of that sooner. Looking at my own game, the whole Travel Moves idea I've written pages about in my Game Design Document feels so needlessly complicated now. Like I should come up with some Key Items to handle overworld stuff instead. BGP can't just have players swap-in pony gems whenever they want, because that would break the balance of the game's adventure mode. So I'm currently considering the following:

Map of BGP's Pinto region (for reference).
     All ponies can do simple things like break/push boulders and cut trees. Only 10 of the 60 ponies are ridable and each will have different speeds and animations (useful for challenges I can design for Agility Road). A Sweet-Bot call service can act in place of Teleport/Fly/Dig and just be an overall simpler fast travel system to get to the nearest town or route checkpoint. And finally, a miniboat key item capsule someone gives you on Carmine Island can be used to explore the ocean at high speeds while the underwater segments can be limited to just the Sapphire Sanctum where Lumina alicorn's magic can be the excuse for undersea breathing.

     Going with these plans instead of the Travel Moves idea gives BGP the overworld convenience of the latest Pokémon games and will make for an overall more fun experience as player's won't have to worry so much about who's on their team just to progress through the game and find hidden items.

     How do you feel about this change of direction? What other aspects of Sun & Moon would you like to see BGP learn from? Let me know in the comments and I'll respond as soon as I read them.

Friday, November 4, 2016

Plans for Markets & Pony Health Centers


     When thinking about what I want Pony Health Centers (still not sure on the name, but the default is starting to stick) to look like, I think about the functions they serve as well as how they fit into a city's layout. You walk in, approach the giant glowing crystal or healing machine, a heart symbol fills up, and your pony is completely healed. While you're in there, you can walk over so some computer/machine that lets you customize your gems. Throw in some NPCs, gemstone motifs, and decorations to make each one feel a little different, and there ya go.

     Unlike Pokemon though, I feel like there's a benefit to keeping shops separate. Makes you want to move around the city more, gives you a different song to listen to, and allows for a mini mart to have a distinct feel. Like it's a real place in this town everyone goes to for groceries and trainer supplies. To make them a tad more special I want to have each town sell a different set of specialties. Like maybe one town sells a certain set of move tutors and another sells battle items that match the town's theme. Maybe one town's store has a little bakery built into it.

     All these things service the gameplay and world building needs of Battle Gem Ponies. I just felt like sharing what's on my mind for them with you this week.

Tuesday, October 11, 2016

Battle Gem Ponies DevLog #93 (Keep On It)


     It's mid-October now. Lots of distractions and waves of depression this week. But also some moments of fun. To fight for more of the fun stuff, I need to keep going and make this game incredible! Battle Gem Ponies! Let's Go!

Tuesday, September 20, 2016

Battle Gem Ponies DevLog #90 (Pony Sprites & Polish)


     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!

Friday, June 24, 2016

Battle Gem Ponies: Magic Class Moves


     These moves are downright enchanting. (not sorry.)

     The Magic class is for the cutesy, the fairylike, and the things not quite considered spiritual or psychic. It also serves as one of the only ways to get through a dragon's thick scales. This mysterious power could be exactly what you need on your team.

Check out some Magic Attacks in this final entry of the Moves List series below!