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Friday, March 21, 2014

Scrapped: Overmap


     Sometimes removing features can feel just as good as adding them. Shrinking the game's scope to increase feasibility boosts morale and brings the game's release day closer. I was thinking hard bout the pickup and play feel I wanted the other day and felt that getting around the map needed to be faster. If some players are only playing in stretches of 5-10 minutes at a time, there needs to be a fast sort of warping system in place. It'll make dashing out of a dungeon or forest to stock up on items and warping back smooth and quick. Why waste time roaming a map when you can press a button?

     I also wanted to reduce the scope a little. Having a world map means making more sprites, spending time defining a good look for it, and working out how to control Clover on it. Cutting this feature probably saved me a couple weeks of development time. I think the world will feel better as a Zelda style connected whole in the end anyway.

Check below the break to see what I have in mind for the world map and it's varied regions.


Thursday, March 20, 2014

Choosing UQ's Platform


     I chose Android first and foremost because that's where my experience lies. It's the most fun for me to develop for and I feel like the market desperately needs more games with substance like Unicorn Quest. It's also a platform with hundreds of millions of users. I'm hoping a small fraction of that population catches wind of my little game and at least gives the demo a try.

     I'm not releasing on iOS because I don't have a Mac with the latest OS which I need to publish games. That's why DragCore isn't on the iTunes app store. I want to release both DragCore and Unicorn Quest on iOS as soon as I can afford a computer that costs over $1000 (which won't be for a long while). I also have vague dreams of porting Unicorn Quest to Playstation Mobile, Ouya, Desura, and Steam so it can reach as many people as possible. It'll be the same price across all platforms too. No more than $3.

    My focus right now is finishing the game at all. Launching on something like Steam is a project in its own right. I'd need to address the right press, make additional promotional art, and test out literally everything to fix bugs. Once I have a product, I can give it the focused porting and marketing it deserves. That's just the kind of mentality I have. Make the most awesome thing ever, then try to get a reward when it's finished.

     Unity let's me easily build to so many platforms. Why not take advantage of that?

Wednesday, March 19, 2014

Gushing About: Fighting is Magic


     This is the game that made me want to become an indie developer. This is the game that made me start looking up how to make games myself instead of relying on school to do it for me. This is the game that showed me that it's possible for a small group of fans to get together and produce a work with professional quality. This is the form off creative brony work that showed me just how powerful mixing my two favorite things in the world could be.

     This is a post about Fighting is Magic.

Tuesday, March 18, 2014

Equica's New Collision System


     I tried coding this thing with simple boxes that touched each other and executed whatever methods I wanted. What seemed simple turned into a complex and messy web. After doing research I found that Unity once again has something to do it for me. The character controller component let's top-down characters move around and collide dynamically with walls (or anything with a non-kinematic, non-trigger collision box).

   I had to rewrite how moving clover around works but the result was wall collision that didn't look buggy. The sacrifice was taking out the bounce effect I had for Clover's movement. I loved that bounce. I needed it. So I spent a day trying to get it to work with the new controls. The solution was simple so of course it took forever to realize. I could just use both my collision schemes together. One box for the walls detects the wall itself and another box outside the edges tells Clover to stop bouncing so she doesn't clip through walls.

    Then just to be extra safe I mad it so that if anyone broke through a wall, they would hit a net that sends them back to where they entered the room from on contact.