Pokémon SV has me thinking about what order to put Game Direction priorities in... 🤔
(List & Thoughts below the break!)
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?
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.
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.
Tags:
Battle Gem Ponies,
Business,
DevLog,
Expo,
GDD,
Project,
Yotes Games
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)
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.
Tags:
Battle Gem Ponies,
DevLog,
GDD,
Personal
Wednesday, November 7, 2018
Battle Gem Ponies DevLog #195 (Inspiration Manifestation)
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)
Get this week's GameDev news and introspection below!
Wednesday, March 7, 2018
Battle Gem Ponies DevLog #161 (Wednesday Milestones)
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)
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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!
Tags:
Battle Gem Ponies,
DevLog,
GDD,
Scrapped
Tuesday, February 6, 2018
Battle Gem Ponies DevLog #157 (Study the Competition)
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.
Tags:
Battle Gem Ponies,
Business,
DevLog,
GDD,
Marketing
Tuesday, January 23, 2018
Battle Gem Ponies DevLog #155 (Placeholders in Their Place)
Tags:
Battle Gem Ponies,
DevLog,
GDD,
Marketing,
Scrapped
Tuesday, October 3, 2017
Battle Gem Ponies DevLog #141 (All Fleshed Out)
Wednesday, September 27, 2017
Battle Gem Ponies DevLog #140 (Revision of the Vision)
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.
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.
Tags:
Battle Gem Ponies,
Brainstorm,
GDD,
Scrapped
Friday, November 4, 2016
Plans for Markets & Pony Health Centers
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)
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!
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