This has taken way too long (and I’m unsure if it even works), but I quickly created a tool for hosting Masjin servers. My computer can’t host things so I’ve been unable to properly test it but please report me any experiences! :)
More pictures from the Wordpress archives. I assume I uploaded these not to post on the blog but to share elsewhere. Oh well, let's post them here anyway!
1st May, 2014 - Testing snake designs and chain logic
1st May, 2014 - Further design & movement testing
3rd May, 2014 - Trying to get the hang of climbing
3rd May, 2014 - Promising progress on the climbing!
…and I actually finished a game! Didn’t really think I’d make it but here we are. Yay!
My game is called BactoCo and in it you play as a disease. Your objective is to get the CEO of a company ill (I’ve no idea why). You inhabit one host at a time, and have to cause symptoms to them in order to manipulate their movement and get closer to the CEO. The game’s entirely mouse-driven and I also managed to port it to flash! Huge thanks to Adam “Sketchy” Hawker for creating an A* pathfinding tutorial for MMF 2!
Just to show that I have some other stuff under development, have a couple pics:
I really like smooth snake-like movement so I felt the need to try to make one myself. Maybe this’ll become something? Who knows!
Despite the long silence, I’ve lately also implemented new stuff to Officer Alfred! The box functionality has been very hard to get working properly but I’m very happy about it right now! :) Note also the super-cool independently moving box platform; I think that’ll allow for some pretty neat puzzles.
As for ESA I finished the first phase of the final boss; also I decided that I want to fill up all the existing holes in the game map; I’ll add them to the “big secret” of the game so that visiting them gives hints on how to find other stuff. Hopefully that’ll be fun! At least it’s not a huge job. To be honest, most of the stuff left to do is related to either the secrets in the game or the in-game dialogue, the latter of which I’m kind of afraid to start working on because I’m really not confident in my ability to convey the things I want to in English!
Oh, and Ludum Dare #29 will be held this weekend! I haven’t participated in a long, long time due to general lack of motivation and/or inspiration. However, the theme voting is open so I’m on the lookout for an inspiring one; maybe it’s time to make another 48-hour game? We’ll see!
(Whoa, suddenly my whole life is about game development again. This has been a weird Spring!)
More work done on ESA, things are looking extremely nice right now, I think. I just finished the pause menu and its submenus, and I’ve started working on the ~~FINAL BOSS~~!
Also I love completion percents; it’s great fun to complete a game and then see a rough approximation of the things left to found (Kirby’s Adventure for NES, Super Metroid and Treasure Adventure Game (by Robit studios) are great examples of this!)
Also found a solution to a programming problem I’ve been having for years; this means I might be able to finish some work on another concept I’ve had in my mind for quite some time!
(I really wish I had more time to paint! It’s been 4 months since I last did any serious watercolourwork :( )
Now this was sweet, Nick Reineke at IndieImpression made a really cool video showcasing the game, also saying that he might stream it in the future. Thanks, Nick! And thanks, those of you who read this blog, too :)
There are a bunch of things to be fixed in the game, but I decided to release a small patch that fixes at least something; I made it so that there’s a new option to disable submitting scores altogether, and made it so that the game is able to automatically enter the last nickname the player has used. Handy!
I’m getting close to 100% rooms done; the only thing left is redoing those few temple rooms left (and adding some secret things if I feel like it). If I keep up the pace, the game could be done level-wise next week! After that it’ll be all about bosses, ending cutscenes and quality-of-life things!