I thought I'd take a minute this week to talk about some of the upcoming obstacles I need to navigate in order to get BGP V6.0 out in time for Halloween weekend.
Friday, October 7, 2016
Challenges Ahead for Demo 6
I thought I'd take a minute this week to talk about some of the upcoming obstacles I need to navigate in order to get BGP V6.0 out in time for Halloween weekend.
Tags:
Battle Gem Ponies,
Crunch Time,
Yotes Games
Tuesday, October 4, 2016
Battle Gem Ponies DevLog #92 (Wrapping My Head Around This)
Another week passed without much being crossed off the list. Making every menu screen work properly is turning out to be a week-long affair rather than the couple days I had in mind. It's like making a little game in itself with its own little systems. I'll remember that when planning for the future. That multiplayer setup menu is going to be a pain.
Check out this week in gamedev below.
Tuesday, September 27, 2016
Battle Gem Ponies DevLog #91 (Pushing Past Setbacks)
This week was spent making menus. Multiple times in fact since Unity kept crashing after an update and I had to start over on these things at least 5 times.
What you're seeing in the picture above is the in-engine concept I have for the move learning screen. The white one at the top will always be the move currently assigned to the specified slot and the grey ones below it are a list you can scroll through to look for a new move to use.
If you want to see more, just look on down below!
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!
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