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Friday, March 14, 2014

Working on Teleportation (Video)


     I'm finishing up the code for teleportation tonight (12:25am as I type this) and deciding on how to control is took longer than I expected. I was drafting all kinds of ways to make it work. Six different control schemes were failures but the seventh is pretty nice. Simply tap clover then drag in any direction and she moves as if controlled by the D-Pad. I want this to feel fluid and fun. It's something players will need to do often to defeat the tough bosses I have in mind.


     Describing the methods I'm testing would take up a whole page so I won't bother posting about it. Instead, have a video of it in action. A movie is worth a million words.

Thursday, March 13, 2014

Overmap Roaming

The idea of Equica being in the sky came from this game.
     Unicorn Quest will have two exploration screen types. There are overworlds (walk around, visit towns, and solve puzzles) and then there are overmaps (mario 3 style level select). I chose this in order to capture the size of Equica. It's a giant continent in the sky, not some place you can walk across in half an hour. It's full of diverse regions with dramatically different topographical features.

Wednesday, March 12, 2014

Scrapped: Custom Pony Avatars


     A big part of making feasible games (ones you intend to finish) is cutting features to limit the scope of your game. During Unicorn Quest's development a lot of things hit the cutting room floor. One of my first ideas to go was the customizable hero. I tried thinking of ways to make it work but in the end it just required too much work and too much game memory.

Tuesday, March 11, 2014

The First Background is Complete!


     Pushed by the urge to make something that will motivate me, I finished up the background for the forest battle room and changed Clover into fight mode. Now I can watch her in what is basically what I want the final game to look like. Adding details after all that really made it feel complete and I couldn't be more excited to work on this game.

     Having the trees with varying hues succeeded in giving the forest level some color, and I want the whole game to be colorful and visually distinct. I added a bunch of grass sprites scattered across the checkered pattern to make the forest floor seem more messy and less uniform. When everything was in place something still looked wrong until I added a shadow beneath Clover. Now the world feels real. The 3D feel is much more immersive and helps you better judge your collision box.

     And if you're wondering about the bar and text over Clover's head, I'm working on things to put over living game objects and I'll explain each thing once they're working better. I'm starting to think that may be the better approach to take from this stage on. Small things can be shown when they're ready and big things are worth posting about ahead of time.