Well, #4 is now over. I wonder how I did.
I started out with nine tasks, but nights of thinking before bed brought me to 18 tasks, two of which are still currently open. One of them is actually from the cookie jar (things that are not necessary, but would be cool/nice to include), so that makes me a bit happy. What happened this iteration?
Well, a lot of structure. In the previous build that I had deployed, I linked levels together with a basic screen. Actually, when the game started, you brought to a simple page with a blue background, which contained eight buttons, representing the eight levels included in the build. It was also the same screen you saw after beating a level, which allowed you to jump around from one level to another. It worked, but it was really only intended for this specific build so people could play different levels. The final game will be a bit different. After you beat a level, you are given the option to move on to the next level, or to go back to the level hub (Oh, there’s a level hub, and a world hub as well). On the level hub, you can pick one of the 20 levels within the world, or the boss level, if you actually unlocked the boss. In order to unlock the boss, you will need to beat a certain number of levels within the world. Oh, and beating the boss unlocks the next world. Basic game stuff, more or less.
New animations were included all over. The world hub has animations for mousing over icons, the level hubs have animations for the level buttons, and there’s a pretty fun (for me at least) animation when you unlock a boss. At the end of the level, a few options pop up, two of which are the aforementioned options of back to hub or next level. I also have a few stat details showing up as well. Everyone loves stats, right? Right now, I am tracking a lot of information, and I’m using them in various places. However, I will eventually compile them all into one page so the player can see things such as how many times you led the character to death, or how many moves moves you set on a level. I’ll probably also be able to include in-game challenges, such as “beat this level in ‘x’ amount of moves’.
When looking forwarding to next iteration, I think about how I really want to focus on moving along with World One levels. This means creating more art and more levels. Iteration 5 has only three issues in there as of now, but by the end of tomorrow, there will hopefully to include more than that. I really want to work towards something that more people enjoy!
But that’s it for now. I have new traps that I haven’t even used yet. Need to be fair, right?
Whatever happened to that giant ball from Indiana Jones? You know, that big one from the beginning of Raiders of the Lost Ark? It was shown once, and while it may receive royalties every time some uses it in a parody, no one ever knows what actually happened to that giant deadly orb.
There are a few theories that are floating around in the interwebs. Some people believe that nature had a say in the matter, and the ball simply eroded into a minor rock that still terrorizes relic hunting ants. Others believe that the ball is still where it was last seen, relaxing. There are also a few people who believe that the stone has decided to roll away and hide. After all, what is the ball most famous for? Chasing Indiana Jones and failing. Would you want your most memorable act to be failing at your job? In countless parodies, the object playing the original trap fails. Yes, there are probably parodies where the ball succeeds, but there are still a number of times where failure is displayed. Furthermore, the successful parodies are just reminders of the one major job that failed.
So what do the ‘disappearance theory’ people believe happened? Well, a few members of the group say that the ball has actually decided to get a makeover. To start fresh. And to find a new gig. They claim that they have managed to grab a photo taken during an very recent interview:
Whether this is an actual photo, or simply a doctored image, I do hope that the deadly ball does find good work soon, if it hasn’t already. Everyone deserves a chance to do what they love, right?
But that’s it for now. I think I should do some research what actually happened to the subject of this post.
Iteration three is over! Moving on to four.
One major thing thing that took place this iteration was I actually started putting together the beginning levels of the game. Before I started this, I had about 14 levels that I created just to understand my own game mechanics and such. These levels range in difficulty, which means that some of them may actually make their way into the first world (one of them did) while others may find themselves in World’s two or three. Along with the first levels was a simple tutorial. The first three levels explain the rules, the longest tutorial lasting around 7 seconds. But after completing some of the tutorials, I have a better idea of how I want other aspects of the game to visually appear.
Iteration three finished with 18 issues closed, some pushed to iteration four, and others still in progress in my ‘Ongoing’ task list. One was a bug, while most of the rest were art. Oh, and some bomb related details. It wasn’t a very busy iteration, but there were positive steps taken towards more structure. I just need more play testers….
I have also been somewhat stuck on my art style. One moment, I enjoy it, next, I’ sad with myself. Hopefully, I settle in, as I did with the art style for my traps.
Iteration four also has more art, plus I want to work on some hub details. If I mange to develop a mock hub, I will be able to work on some other elements for progression of the game. This iteration was not as exciting as previous ones, but nonetheless, it’s still progress. Right now, iteration 4 only has 9 task. It’s not a lot right now, but that can all change rather quickly.
But that’s it for now. I need to get back to this!
Iteration 3 has had a week go by. I’m not sure how many task I had to begin with (I don’t think I wrote it down, and don’t really want to check out my history), but I currently have 12 task open and 11 closed, a few of the open ones currently in progress. I’m less than halfway done, and I have a major task that I need to start working on.
The triggered bomb and the active bomb now have a plunger and cord (respectively). And I’m finally done with the track for the first world. It took me quite some time, most of it was just listening. But now it’s time to move back to the music for the title screen (that doesn’t exist yet).
This week, I need to tackle the in-game tutorial system. Since the game is quite easy, the tutorial system does not need to be anything complicated.
Oh, and I think that I’ve settled on an art style. It’s simple. Very simple. Maybe I’ll post some screenshots. Maybe if the people reading this (all 2 1/2 of you) demand some stills. I do have video software ready in case I put together enough material for a cool ‘sizzle reel’.
But that’s it for now. I really need to get started on this tutorial. It’s somewhat important.