Archives for posts with tag: Programming

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.

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. ┬áSo 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 I have been in Japan for the last year teaching English to Japanese kids. Now that I am back in Australia I am going to be focusing on making a bunch of work for my portfolio that I can use to get a job.

So for the last two days I have been working on making a tutorial script that I can use for any of the games that I make in the future (as well as games that I’m currently making). What the script will do is the designer will tell it how many events there are to be in the tutorial. Then select what type of events they will be. And then use the controls on the script to adjust the events for final use. You can see the user interface for the script below.

TutorialScriptScreenShot

The reason I am working on this script is that I have been working on a game that teaches the player to read Hiragana (the first of the three lettering systems in Japanese). And the rules are a little confusing at first. This means I need a good tutorial. And the only way to get a good tutorial is to iterate on it a lot. But previously I have been making the tutorial with scripts that only fitted that tutorial. Thus I would have to re-code the tutorial every time I wanted to change something.

This script will allow me to change my old tutorials quickly as well as make new tutorials.

Also, a quick afterword. I will make regular updates to this blog to document my progress. As a result there will be more work in progress type posts rather than finished product type posts in the future.

Theo