Archives for posts with tag: Game

Before we get into the meat of this week’s update I just have some big news about Kana Quest. Officially Kana Quest is going to be heading to PAX Aus this year! If you are planning on coming come say hi and give the game a go! I would love to hear your feedback! And if you have any friends going tell them to check Kana Quest out! Anyway with that done, onto the week’s work!

So this week I’ve been working on implementing the second world into Kana Quest. I’ve known for a while that I want to transition between worlds by clicking and dragging the screen. And for the background art to join up seamlessly. So what’s the process of doing this involved?

world2MoreCurrent Step one was making the background art for world two. This was the easy part. All I really needed to watch out for here was to make sure that all the layers are repeatable so I can make the world as long or short as needed.

 

The next step was ensuring that the two worlds can transition into each other. This step will be easier in the future thanks to more planning in the world two art but no such planning was done for the first world’s art. As such the seam is a little abrupt. But its not an immediate shift so its better than nothing.

World1to2

MovingToWorld2

Part three was bringing the assets into unity and getting the camera to move when the player clicked and dragged. One small bug occurred with this though. I made my camera a physics object. Turns out any child object of a physics object loses its ability to know if the player is clicking on it. This caused some of my menus to stop working.

 

World2WithParallax.gif

Once we had the camera moving we had to get the background parallaxing with the camera. This means that the foreground art will move more than the background art to create the illusion of depth. This turned out to be troublesome as I kept being able to make my world two art not line up with the first world art. Thus forcing me to find a way to ensure that the art would always come back to the right position. This took half a day. It was not fun.

So here we have the last part of getting this whole thing working. The transition. This gave me the most trouble out of everything and is what I spent most of this week working on. The reason is for the first world I had used a static overlay that would fade in OVER everything in the scene. This overlay would work fine as long as the overlay was the exact same as the background. But once you add a variable camera position you no longer can guarantee this. So things had to change. So now, what is happening is I have a script that finds all the visible parts of the background, and prevents them from being destroyed when a new scene is loaded, then it moves those objects into the same relative position as they were in the previous scene. This is important as the camera’s position changes scene to scene so if this didn’t happen the art would be misaligned, or not in shot at all. Then would take all other objects in the scene and fade them out. Once the new scene is loaded it would get all the new non-background objects in the scene set the transparency to full and fade the new objects in. The result is what you can see below.

FirstWolrd2Level

 

And that was the process involved in adding the second world to the game. All subsequent worlds will be easier as I won’t have to worry about making the last three steps all over again. It will be set up for me already! Anyway I hope you all enjoyed learning about my process.

Till next week.

Another week another Devblog.

This was an ok week for productivity. Some stuff got done but not as much as I know I can get done (I spent most of Wednesday practically falling asleep). But three big things were done this week!

The first thing is that I have officially started working on Kana Quest’s audio. Well more like the background music for the game. Now when I knew I was going to have pixel art for the visuals of Kana Quest I knew that chip tunes were going to be used for the music. So this week I did my research of what were the best programs for making chip tunes and landed on FamiTracker (the visual fustercluck you see below). Then I spent a little bit figuring out how to use the thing. Thankfully there were some really well made tutorials on youtube that sped up the process. Now that I’m used to the software its not so bad to work with. Although if you look below you can see that I kinda ended up with a piece of music which has 5 frames to a crotchet for some reason. This is great if I want to you know have quavers (sarcasm). Regardless, progress on the theme song for Kana Quest is progressing nicely.FamitrackerScreenshot.png

The second major achievement for this week was the implementation of an options screen. Last week I talked about how the player can now switch between Hiragana and Katakana. The options screen is how the player is going to do that, so it is pretty important that I get the options screen working. I haven’t got all the controls on it working yet but we will get there soon enough. At the very least its really nice not to have one grayed out button on my main menu screen.Options Screen Demo

Finally, saving the best till last, we finally have world 2 implemented into the game! So the way you get to the world 2 is by click and drag the screen to move over. I’ve put a ridgidbody2D onto the camera so that when the player lets go of the camera will continue moving for a moment. It just feels a nicer to do doing it this way. Another thing to notice is that the menu button changes color when we move to world 2. One of the things that is a big part of making the art for a new world is making sure the colors of the UI matches the new setting. So, although you can’t see the extent of this in the gif below, a large part of putting this into the game was recoloring all the UI. One last small detail in this gif is the title screen. I’ve changed the image used for the stars in the background. I’m much happier with where they are now and the new stars look great!MovingToWorld2.gif

Anyway. That’s all the major and interesting stuff I got done this week. I’ll see you next week where hopefully we will be able to show off some levels for the second world! Until then, take care.

Another week another update. This week has been kinda slow. This is partly because I’m still slightly recovering from AVCon. The other reason is this week I’m working from home and I always find a way to goof off when I’m at home. (This would be why people have work studios).

That said I do have some fun stuff to show off. The first thing which I am personally most excited for is the background art of the second world!ParralaxTest2GIF.gif

So I am super happy with how this turned out. The biggest thing that is different between this art and the tutorial background is that this has been designed to not be a static image. I drew each part of this background on nine separate layers that will repeat. The reason I have done this is because for each world I want to be able to add as many levels as I want without needing to redraw the art. This was a problem I noticed vary quickly from the first background: that it was drawn for a specific number of levels. If I need to change that number later on, making my backgrounds this way will allow me to do so. So now onto some of the artistic decisions with the piece. So this piece is set in summer following on from the last background that was set in spring. The rice in the foreground is a dead giveaway for this. A couple of other fun things about this piece is that it was inspired by the town I used to live in (Asago in Hyogo Prefecture). Lots of stunning mountains, rice fields everywhere, and ever so slightly worn down buildings. A couple of small details on the buildings is on the announcement board I wrote “テオドの” which basically means “This is Theodor’s”. Yes I am capable of being that vain.

Next up is Katakana. Katakana is one of the three writing systems in Japanese. All the gifs and images shown previously have been of Hiragana. Hiragana and Katakana (mostly) produce the same sounds, but Hiragana is used for native worlds whereas Katakana is used for foreign words. I have planned to have Katakana in the game for a while. The reason is that mechanically they will operate the same as Hiragana and A LOT of people forget their Katakana. So usually what happens is folk spend a lot of time learning Hiragana, then they get to Katakana and are just sick of rote learning letters. So it was simply a matter of when I found the time to implement it. Its not particularly hard to put in, just time consuming. But the first step is getting the Katakana sprites done.

 

Well as of this week I have all the Katakana versions of the normal and slime tiles ready to go. Not gonna put them all up in the blog post because that just takes up space for no real reason. Haven’t got them working in game yet, but the sprites are done so that is one big step to implementing it.

The way it will work in game once implemented is the player will choose Hiragana or Katakana from the options menu. Then all puzzles will appear as they normally would with the selected letters. This way the player can practice the one they want freely.

Ok. That’s me for the week. I’ll see you all next week. Take care.

 

So the countdown to Kana Quest’s first public showing is in 7 days! So I’m desperately trying to squash bugs and get a few more things working before I show it in Adelaide in a week.

The first visible change this week is the inclusion of a Hiragana Table. I wanted to include this for Adelaide as its just a small feature that adds a lot of help for the player.

HiraganaTableGif

 

So that was the only major visible change. But loads of bugs got squashed this week. Here is a full list.

  • Fixed a bug where the player could still interact with the Kana Tiles after the level was complete. Thus causing layering problems with the end level screen.
  • Fixed a bug where the number of moves would not be displayed properly at the end of the level.
  • Fixed an animation in the tutorial that had a small faint line appearing during one frame that just looked ugly.
  • Fixed a bug where if you completed a level with a worse medal that you already had received it would over write the better medal.
  • Fixed a bug that caused certain parts of the UI to go away.
  • Fixed a bug that was messing with my title sequence preventing the logo from moving properly.

 

There are several bugs and quality of life fixes I need to get fixed before Adelaide however. They are:

  • Making tiles be counted as “seen” if the player doesn’t look at the tile but still completes the level.
  • Fix a bug which incorrectly displays the amount of Silver and Bronze medals in the level select area.
  • Create level requirements based on how many gold medals the player has received.
  • Create a “help” screen that explains mechanics in case the player forgets important concepts.
  • Fix the tutorial’s “next button” script so that the next button will complete the current piece of text.

That about does it for me this week. I will post a blog next week but it will be on Friday as I will be showing people Kana Quest on the Saturday and Sunday!

Sorry for there was no Devblog last week but my Grandfather passed away last week and as such there was very little to show for the week. So this is kind of two weeks in one.

So the biggest change to Kana Quest this week is the end of level screen.newEndOfLevelGUI.gif

So the GUI that was just an image last time you saw it. And this is the first implementation of it. There in this GIF there is no numbers on the medal, and some of the buttons don’t work. The biggest change with this GUI is that now the player gets a choice of if they want to go to the next level, retry the current level or go back to the level select area. There is also a close button on this GUI for reasons that you will see in the next GIF.

ShowAllEnglishButton.gif

So this GIF shows two new changes. The most obvious is that there is a “Show English” button. This allows the player to see all the English of the kana once the level is complete. This allows the player to see how the Kana’s sounds interact. The other big change seen in this GIF is that the Kana match effect has been changed. I think it’s a change for the better as it reads a lot better than the stars in between the Kana. It’s still not perfect from my perspective but its a lot better and it is more functional.

NewNewKanaEffect Aaaand lastly we have a revamped new Kana effect. It is is now an external shine rather than an internal shine so it reads a lot better. It took a few goes to get it right but I’m pretty happy how it turned out with this iteration.

And that pretty much covers what I got done this week. I’ll see you next week.

So this week has been a rough week for Kana Quest. This has mainly been because my grandfather’s health has deteriorated quite significantly so my mind has been elsewhere. But hey somethings did get done so without further ado here’s what I got done.

First thing I got done was I have fully implemented a medal system into Kana Quest. This allows the player to choose their own difficulty. A gold medal will be earned by completing a level in the minimum number of moves. A silver medal will be earned by completing the level within two or three moves beyond the minimum. And bronze medals are earned for completing the level in any amount of moves.

KanaQuestMedalMedu

Seen below is a demonstration of the player losing the medal they earn based on how many moves they use.

MedalDemo

finishedlevelThis is a wip of the gui that will appear once the level is complete. I like the cool rainbow next level button but I’ve gotten a bunch of feedback that it doesn’t fit with the art style. A variant of this gui will appear depending on the medal the player earns.

 

 

 

The last thing that I achieved was debugging the new movement script from last week. I’ve gotten rid of a lot of the main bugs that were plaguing that script but now things are much more stable. There is still some bugs in there but I have had a much harder time replicating those bugs so they remain in until I can consistently trigger those bugs to get rid of them.

Anyway hope you all have a good weekend. I’ll see you next week.

Hey. So this week was the monthly IGDA (International Game Developers Association) meet up and I went to that to do a playtest of Kana Quest.

So my play test process has been polish to a stable state, give to players, see what breaks and what players don’t like. The main points of feedback from this playtest were quite different from the last one I did. The main point of feedback from the first playtest was that my tutorial was awful and levels got too hard too fast. Now in this playtest as the tutorial is less awful (still not perfect) and I’ve smoothed the difficulty curve, players gave different feedback because there weren’t these big glaring issues.

So the list of feedback I got was as follows.

  • Click and drag action for moving tiles needs more visual feedback
  • The move limit is frustrating
  • The next level sign and the tile matcher effect clashes with the rest of the art
  • levels should immediately proceed to the next level
  • I should have an option at the end of a level to show all the English at once
  • The new kana effect does not read well.

There were other comments and suggestions but these were the most consistent across players.

So this week I have been trying to implement changes based on these problems. But sadly I only really got to two things on this list.

The first thing I addressed was the visual feedback for moving tiles. And this took way longer than it should have. Still has some bugs but it doesn’t break all the time any more (only 5% of the time which is still not good but its better than 50%). So now if you click and drag a Kana it will move with your mouse, and the tile that is being swapped with the current tile will move too. NewSlide

So the bugs that remain are as follows. Sometimes if the player drags really far sometimes the two tiles will end on top of each other. Then the other problem is that if the player drags in one direction and then changes the direction you get this nasty looking pop that you can see when the blank tile is being moved above. And lastly you can get the tile dragging while it is showing you the English side, which just looks kinda clunky.

Secondly I have started working in a “three star system” like in a lot of mobile games. It allows me to have a variable difficulty that the player chooses and lowers the barrier to entry a little bit more. Except I will do it with medals, gold, silver and bronze. You can see the silver medal above in the gif.

The last thing I did this week was not done in the game but was still important. I made my business card.

I’ve been putting this thing off for so long. And now it is done. Yay me.

That’s all from me this week.  Next week I will finish the “three start system”, I will try squashing the last of the movement bugs and I’ll get to the rest of the problems on the list.

So this week Kana Quest has progressed slowly. Not gonna lie. But sometimes you need to take a step back from making a thing so you can continue pressing on in a healthy direction. But still I’ll show you all what I’ve made, why I’ve made it and all that.
HavaVer2So this is a character that I have made for the tutorial sections of the first world. I have a plan of how each world is going to look like and what theme each one will have. The first world is all about Sakura flowers. This is because spring signifies new beginnings in most cultures and the symbol for spring in Japan is Sakura. Another cute thing to note is the academic school year begins during Sakura season. So it makes sense to start a new journey about learning new things. Anyway this character is called Hanna because the word for flower in Japanese is Hana (I’m a sucker for multilingual puns).
So one major problem I’ve encountered this week was one coming from my own art.  So the plan for Hanna is that she will be speaking to the player via text box. And this will be overlay on-top of the background (See Below). The problem is the background commands a lot of attention and I can’t just put Hanna on-top of it. If I do it will look awful. And to be honest this has been just further frustrating me about the background art. I really want to re-do it to make it more usable but I’m afraid I will be falling into the trap of never finishing anything. So for now I am going to leave it. I will make note of future backgrounds to avoid the traps that I have put myself into from that first background.TutorialScriptSkipButton

The things I will do for future backgrounds are as follows.

  • Use less colors and stay strictly within color pallet
  • Don’t make the image a fixed size. It limits my ability to add new levels should I need to.
  • Make sure you set up the backgrounds to parallax this way worlds can be as large or small as I like.
  • Make the visual level counters an even distance apart.

 

SlimeTilesThe last thing I want to show this week is the Slime Tiles. This is the finished art of a mechanic that has been finished for a while. Basically all the Hiragana that don’t have a consonant (a,i,u,e,o) when used with another Hiragana will change the other Hiragana. For example using o (far right in above gif) with a Ka (far left in tutorial demo gif) will change the Ka to a Ko. Once used with another tile the changed tile will have that same transparent slimy color over it so the player can track the change. I really like this mechanic because it solves a couple of problems. First it makes a,i,u,e,o function differently from other kana that have both a vowel and a consonant. The reason this is important is that if they didn’t behave differently they would just restrict level design space for no real reason as they can only be matched with similar vowels as they have no consonant. Secondly they get the player to focus on the sounds of the tiles in interesting ways. This way the game isn’t just a puzzle of “how to I move the tiles around in the most efficient way”?

So that’s my progress for the week. If anyone has any questions about Kana Quest or design choices please feel free to ask!

Till next time.

 

So been a while since I was on here.  So what have I been doing?

Basically since I last posted I have decided to dedicate all my time to making my game Kana Quest. I’ve just been forgetting to upload updates to this blog cos I’m good at the social of the medias. Speaking of the social media, I’ve been trying real hard to get twitter working for me. So if you want more immediate updates on Kana Quest follow me @notdeaddesigner .

So Anyway. Have some images and gifs of Kana Quest’s progress.

Kq4

This one is showing off the new background for Kana Quest. The final game with have a background with the same level of polish for each world.

CuteKanaAllWell for some reason it lets me have this gif. Whatever. This shows of me redesign of the Kana tiles to give them all a bit of personality, as well as a backdrop for the puzzles so its easy to see the puzzles with the new background.

NewLevelLayoutIn this one I have added a new UI above the puzzle to improve visibility, changed the formerly red tiles (non moving tiles) to be stone tiles, and I’ve changed the beat level anim to be more instantaneous.

NewRestartButtonGif

In this one I’ve changed to UI ontop of the puzzle as playtesters wanted a restart button and an undo button.

NewEnglishBacks

In this one I updated the backs of the Kana tiles to match the front. As you can see though the back of the stone tiles still don’t match up. Another big change in this one that might not be immediately noticeable is that I no longer have my pixels bunching and stretching so in other words from here on in we are pixel perfect 😀 😀

TutorialScriptTransitions

This one is showing off my new tutorial system. Some one who goes back to last year might remember that I spent a large amount of time making a tutorial script. I was basically forced to retire that script because it was hella inefficient. This one is way more efficient and elegant. Anyway I’ll have a lot more control over this script that the old one had.

And that’s about it. I will probably do updates once a week on Saturdays from now on and will go a lot more in depth of what I’ve been doing. What I want to do the coming week, problems I’ve been having and how I solved old problems.

Anyway take care all.

 

So yes. It has been a LONG time since I’ve posted anything. But I do have a good reason. Mainly is that I went away to Sydney for a while and then I started a new game project that took longer than was intended.

But said game project is now done. So I am very happy to present to everyone my game “The Elephant”.

https://drive.google.com/open?id=0B6PHPlztnNd8TkZ2UVhmMzV6Y00

(PC and Mac Versions are within the folder)

So what is this game? Well the inspiration of this game was comedy sketches. I wanted to see if I could make a short comedy game of about 1-5 minute length in a week. Now obviously it took me about 3 weeks to complete. But the challenge was a simple comedy game made in a week. I might do something like this again in the future so hopefully when I do so I will be able to get much closer to the one week goal.

 

Second thing that I’ve done recently is a poster for RMIT Music and their next concert. I didn’t post it when I finished it as I was waiting for them to post it onto their official page first.

RMITMusicPosterPrint.jpg

 

Third is another commission I did recently for a friends pathfinder character. I am pretty happy how this drawing came out. I am happiest with the lighting with all the stars flying of his magic. In terms of things I think I could have done better I feel as though it probably doesn’t have as much contrast from the inky black areas to where the stars a illuminating things.GeordieCharfinal.jpg