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Tuesday, February 10, 2015

Battle Gem Ponies DevLog #7 (Bug Fixes & Recognition)


     This week has been a pretty busy one. There were spotlight features, convention updates, contests entries, bug fixes, revised designs, renamed mechanics, new sales data, and more blog comments than ever! It's gamedev to the max here at Yotes Games and I'm only just getting started.

     Things are finally in place and I can really start getting into adding features to Battle Gem Ponies. I have the action camera up and running, menus planned out, and a basic idea of how battle calculations will be made. It's just a matter of building up the game one layer at a time.

Check out what layers got in just this week below the break.

Friday, February 6, 2015

Dual Class Moves In BGP


     A big feature of Battle Gem Ponies are the moves with two elemental classes rather than the usual one you'd see in games like Pokemon or Final Fantasy. Some attacks are twice as weak against one class, but twice as strong against another. You also have to consider moves that match both the primary and secondary class of the user, leading to attacks dealing serious game-changing damage.

     Moves like Steam Burst (Aqua/Fire) and Wing Blade (Air/Steel) used by ponies with dual classes themselves makes players approach combat in new ways and possibly stand a chance against opponents that would normally have a class advantage.

(Note: This was going to be a much bigger post before I realized most of what I want to explain has been said in other posts or is in a weird state of changing as I keep rebalancing things. Next week's post will be about something new, for now, I really just want to get back to work so I have cool things to show you on Tuesday.)

Tuesday, February 3, 2015

Battle Gem Ponies DevLog #6 (Class Icons, New Look, & Action Camera)

This is running in Unity!
I just have to make the buttons do stuff.
     BGP is looking really good these days. While everyone else was watching the Super Bowl I was listening to it from my bedroom, working on the interface sprites for Battle Gem Ponies. It's weird, but working on this project is my idea of fun. With all these snow day class cancellations I'm able to get a lot done.

     It's been a very productive week as I'm inching toward a playable state. I should have primitive combat working by the end of next Sunday at this rate. You can check out what made this week so good for development below the break.

Friday, January 30, 2015

Battle Gem Pony Classes (Part 2)


     In an older post I explained the concept of elemental match-ups. This time, I'll be focusing on each class of pony and the chaos I went through to get the icons to look so nice. In addition to the expected elements seen in Pokemon, I've added a few of my own and changed some rules around to fit the balanced style of play I'm looking for.

Get a breakdown of each pony class and a look at the fancy new chart below the break.