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Tuesday, January 20, 2015

Battle Gem Ponies DevLog #4 (Over 350 Moves!!)


     It's been a full week of school activities. Busy as ever but with something worth fighting for. Getting a bit of BGP work done each day helps me sleep at night and motivates me to get all the pointless school stuff done and over with. The move list is "complete" meaning it's ready for tons of tweaking, balancing, and extra additions. With over 350 moves, 100 ponies, and tons of items on top of that, my game should have endless metagame potential.

This week I'll be listing abilities and items. Catch some interesting milestones from last week and a link to the BGP move list below.

Friday, January 16, 2015

BGP: Mavens, Champions, and Replayability

Art by dashinghero.
     Last week I mentioned that there were 4 gyms, 5 champions and a villain organization, but was careful not to give specifics. I did that because this explanation is worthy of its own post. Battle Gem Ponies does things a bit differently than Pokemon so I wanted to briefly explain what these 3 very important game elements are about.

Tuesday, January 13, 2015

Battle Gem Ponies DevLog #3 (Writing Moves & Starting School)


     I made it safe & sound to school and my first Mobile Game Design class was yesterday! I'm crazy excited to show my classmates and teachers what I've been dreaming up all winter. I'm even more excited to finally be allowed to open Unity and experiment. I'm still not ready to code stuff just yet (I still have ponies to design) but having that freedom feels nice.

Get the usual sales data and week of progress below.

Friday, January 9, 2015

BGP: Story Outline & Multiplayer


     This will be my first game with a deep story. Actual events happen and it's my job to make players care about the characters involved. I abandoned the open world approach I started with in order to take the player on a journey where excitement and mystery is around every turn. The player will be so into what's happening that they won't notice the hours go by as they try to just get to the next city.

    Something even deeper than the story is the player-to-player interaction. I need to establish a thriving online community that keeps players entertained for years to come. I need to make multiplayer so fun and complex that new things can be discovered by an individual every single day. It'll be players talking excitedly about those hype moments during competitive play that really spreads word-of-mouth and keeps the game interesting in the long-term.

     Get a breakdown of the multiplayer modes and general game progression below.