Archives for posts with tag: Update

Hi all, another month and another Devblog is here.

Sorry it is a day late, but I was volunteering during the Australian Federal Election yesterday and did not have time to write a post. And on that topic, all I will say is I am deeply disappointed with the results for a myriad of reasons. You might be happy with the results and that’s fine, but know and respect that this was a big loss for the Australian game development scene. If the election had have swung the other way, Labor would have reintroduced the Interactive Games Fund. This would have provided the industry with an additional 25 million per year. Now, of course, we will survive. But I really hoped this could have been an opportunity to do more than just survive.

Now onto the main thrust of this month’s devblog. This has been a bit of a weird month for the development of Kana Quest because all the major things have more or less been done. So we are in the fix up phase of things. Lots of small little boring things. For example…

W6L15.png

Before

newLevel2

After

This was a pretty small change, and I don’t blame you if you missed it. In the darker worlds the text displaying the number of medals becomes unreadable. So I added a backing to the medal counter to stop this.

I also finally got round to making some sprites for the final mechanic in Kana Quest. KanaveyorBelts.gif

These are Kana-veyor belts, they move all Kana in a row or column along one spot. Up till now we have just been using place holder assets. Still haven’t fully implemented them yet. That’s Monday’s job.

Also found a whole bunch of very strange and niche bugs.SlimeAnimationBug

For example here if you go to slime a Kana, then pull back to the first frame of the animation, and then let go of the mouse. It will cause the slime Kana to break and be unusable.

IceNNandBinDontRegisterMove.gif

Or how about, if you have an Ice “n” Kana and you move it into a removal tile from an adjacent position you don’t use a move.

Ice+YaYuYoBug.gif

Reuben (Kana Quest’s lead programmer) has had fun the last few weeks squashing this bug. So the problem was that when you used a ya, yu, yo Slime Kana on an Ice Kana and then undid any subsequent moves, the Ice Kana would become whatever was the last Kana it moved with. The cause of this problem was being caused by the fact that we had not set up the Ice + Ya/Yu/Yo animations yet. See, all the Kana faces are handled by Unity’s animator system. And the animator will change the animation according to each tile object’s hiraganaNumber variable. This a variable that is stored on the back end so the player never sees it, but it is vital to the function of the game. But when you add the Slime Kana to an Ice Kana, this changes the hiraganaNumber . However because there was no animation that corresponding to the new hiraganaNumber the animator just says “I’ll just keep playing whatever animation I was playing last”. However because of another weird quirk of how Kana Quest has been built, when you undo a move, you aren’t actually moving the Kana to their original positions. You are swapping all the data being stored between the two Kana involved in the move. So for a brief moment, the Ice Kana would have the hiraganaNumber of whatever you moved it with. This is normally impossible to see, but because of this bug this causes the Kana to display the wrong image.

But I hear you ask, why did it take Reuben a few weeks to fix this up? Well the first thing is that Reuben only works on Kana Quest two days a week, and secondly is that whole animator system I glossed over earlier. See, because all the Kana are just different instances of the same object, each of them have over 300 different animations that could be playing at any given time. And each of those animations need to have the logic behind them properly added. This results in a job that is both time consuming and impossibly dull. Oh and because we are using an old version of Unity for this, we can’t zoom out of the animation tree. So poor Reuben was stuck looking at this monstrosity for hours.

fuckedAnimationTree.png

Also note that this image is from about a year ago. There are now more animation states. So lets all tip our cap to the incredible job Reuben did with enduring this system this month. Also I feel its important to clarify that the janky-ness of these systems are my fault not Reuben’s. As I made them well before he was involved in the project.

Ok, one last weird bug before I sign off for the week.TileSlideMidMoveBug.gif

So if you moved a Kana on or off of a Kana-veyor belt while it is moving itself, it caused the whole system to have a bit of a melt down. This gif here its pretty tame as it just causes the わ to appear where the blank Kana was at the start of the level when the undo button is pressed. But in other times when I was trying to replicate this bug I had multiple Kana going “nope” and just translating off the screen and then glitching in and out of view if you tried to move anything around them.

There have been a bunch of other small little changes that have been going, but most of them aren’t easy to show visually or are just exceedingly boring to write about. So I’m sorry if this month was a bit light on the ground. Next month however I will be in Japan for Bitsummit. Unfortunately I wont be exhibiting there, but I will be around. But the long and short of it, is that next month I think we will do a tour of the places that inspired a lot of the art in Kana Quest.

Until then, take care.

Hi all,

It’s the second Saturday of the month which means its time for a now Kana Quest Devblog! Last time I said we were going to unpack several choice levels from the game, and what makes them good levels. And that’s exactly what we are gonna do. So

Now if you’re new here, Kana Quest is a cross between dominoes and a match-3 game that teaches you to read Japanese. You match sounds between letters, and when all letters are connected the level is complete.

GoodLevel1.png

This is the fourth level in Kana Quest and is the first level that consistently stumps players. Up to this point levels have been made to get the player used to moving Kana around, and understanding that stone Kana can’t move. This is the first level that actually tests the player’s understanding of how Kana match. So, how is this achieved? It is achieved by asking the player two simple questions; “In what order do the three movable letters need to be in so they all match?” and “Now that I have the order of the three movable Kana, how do I position them so that the one stone Kana also matches?”. These might seem like very simple questions, but there are a few factors that make them a lot harder than you might suspect. The first thing is that, this is the first time the player has had to order 3 Kana. Second is that all of the Kana have been deliberately placed so that the player has no matches, this means they are effectively starting from scratch. Thirdly the number of potential configurations is way higher than all levels up to this point. Finally, because the stone Kana is placed in the centre of the board, it means there are a total of 4 different correct solutions. But it doesn’t guide the player to any of those solutions in of its self. This forces the player to pay attention to the sounds of each Kana, and use that information to solve the level. Not use the shape of the level to tell them the solution. This is not to say that using the shape of the level to guide the player is a bad thing. It usually is a great thing to do, especially for more complex levels. But the purpose of this level is to test the player’s understanding of how Kana match.

 

GoodLevel2

The next level I want to look at is the final level of world 3. So where the previous level was testing the players understanding of how kana match, this level is testing the players understanding of one directional kana. One directional kana, are a lot of fun to play with because of how the restrict the number of potential arrangements of the kana. This is useful because it can be used to signal to the player the shape of the solution.

This level is set up so that there are only 5 possible positions for each row that could be the correct position. This helps the player start with a very strong sense of how to solve the level. But there are two curve balls in this level. The first is the one normal Kana (の) at the top of the level. Because this kana could potentially go anywhere in the level, the player has figure out how to best utilise it. The second is the one directional す on the right of the level. This says to the player that one of the three rows to the left of it need to be all the way over to the right, but you need to figure out which it is. When these two elements are mixed with each other they create an ideal puzzle. A puzzle where the player has a strong idea of their goal, but they still have to work for it. One last small detail from this level that I like is the blank one directional kana. These serve to prevent the player from trying red herring solutions. Red herring solutions are fine to have, but each red herring still needs to lead the player towards the solution. If a red herring just leads the player down the wrong path and leaves them at a dead end, you need to get rid of it, as it will only aggravate your player.

 

GoodLevel3.png

So for the last level that I want to talk about today is from the ninth world. If the first is an example of a good introductory level, and the second was a good intermediate level. This is a good hard level. So what makes this a good hard level? Well, honestly the same thing that’s made the previous two good; You know what your goal is, but you don’t know how to get there. This level achieves this with the り in the centre of the level. Because it is central, and it cannot move because it is a stone kana, the first thing the player will do is look for the other kana that match with it. In this level there is the transform kana (the rainbow coloured one), the ice ろ, and the paralysis ひ. The paralysis ひ has to end up to the right of the り because it can only be moved once before turning to stone. This leaves three spots left for the ice ろ. This puts the player on a strong starting direction for the level. But the thing that makes this level so challenging is that because of how ice, paralysis and one direction kana work, if the player makes moves carelessly they will trap themselves and be unable to complete the level. Once again, the needed end state is easy to determine, but how to get there is the challenge. The only real difference between these three levels is that they make the “how to get there” part more complicated.

Anyway, that’s the Devblog for this month. Hope you enjoyed. I’ll be back next month on the second Saturday of the month. I haven’t figured out what the topic is gonna be, but ill figure something out. Until then, take care!

Hi all, welcome back to the Kana Quest Devblog!

A whole lotta stuff has been happening for Kana Quest this month so lets get to it!

Firstly is THE NEWS. There is only one really big piece of news and it came at the end of Melbourne International Games Week last month. Now I had known about this for a while, but I am now officially allowed to talk about it. Kana Quest was successful in receiving Film Victoria Funding in the most recent funding round! I’m really proud of myself for getting this funding, there were a lot of awesome games asking for funding in this round and I was one of the lucky ones to get through.

Here’s a link to the official announcement: http://gamesweek.melbourne/film-victoria-games-investment-greenlights-14-new-projects/

But enough tooting my own horn, onto the new stuff! And as of this month, I can say that Kana Quest’s background art is now 100% complete. Last month there were two more worlds needing to be completed. Well, they’re done now!

world12Complete.gif

So this is world 12 in the game, showing off the parallax effect. So the idea behind the last three worlds was a three part story of a Kaiju (Godzilla type monster) coming to Japan, getting into a fight with a big Mech, and then the aftermath. World 12 is the the fight with the Mech. A couple of small details with this piece. The buildings in the background are the same buildings that appear in World 9 which were based of the main street in Akihabara. These buildings though were scaled down, had their colour changed and had a bunch of bits torn out of them to show the impact the fight was having on them. Also the Mech has a カ on its chest with is the Katakana for “ka” and the Kanji for power (Chikara). I was also going to give the Mech and the Kaiju simple idle animations, but the animation for them and nothing else looked weird. I also chose this colour pallet to make this world feel dangerous and scary. A lot of villains from TV shows have a purple and green colour pallet so I decided to lean into that. Also this world is the first time I’ve used outlines in Kana Quest’s backgrounds. Choosing if you are going to outline in pixel art is one of the biggest stylistic choices you can make, and I decided pretty early on that I wouldn’t use them for the majority of the backgrounds. But As I wanted to draw attention to the Mech and the Kaiju in this world I broke my usual rule.

world13ProcessGif.gif

world13wipBorderOff.png

And here we have, THE FINAL WORLD. So the conclusion to the three world “story arc” is that the Mech has defeated the Kaiju and stands victorious looking to the sun. But in the foreground we see the destruction that the fight has caused. A couple of notes, this scene was definitely inspired by FLCL and the scene where Haruhara Haruko leaves at the end of the series. It had everything I wanted from the final world, it had dramatic imagery and it was used to close one of my personal favourite shows (don’t watch the second season though, its awful).  I also decided to change the sky for this world. Every previous world has had a gradient for their sky. And that gradient was achieved with dithering so I could keep my colour count low. But for this final world I went with a flat off white with a bright red sun in the middle of it so that it would look extra unsettling next to the other worlds, but also to mimic the Japanese flag. I also talked briefly about how I have generally avoided outlines in the backgrounds. In this world I deliberately broke that rule to further hammer home that this world is not like the others. The final little detail that I put in here is the dog at the front. He is my actual real life dog. He always looks very dramatic so I thought he would fit right at home in this world.

Next up is how the game is progressing in terms of Mechanics. And I can say, now that Reuben has been working on the game for a month, very very well! Since coming on board he has cleaned up a bunch of code behind the scenes, added in FIVE mechanics into the game. This brings us up to 9 out 13 mechanics in the space of a month! And now that the world art is done I have even started making art for some of these mechanics.

GhostKanaDemo

This is a Ghost Kana. Ghost Kana, cannot move or match with other Kana. Also you might have noticed, they don’t have a Hiragana/Katakana on their head. This is because once you make a group of Kana with a size equal to a Ghost Kana’s number, they will come back to life as a normal Kana. This is got some great play to it especially when you add in some of the other mechanics. Once all the levels for this mechanic’s world are done I’ll do a break down of this mechanic on how it can be used and how much depth it adds to the game.

So anyway, that’s basically all I have for this month. If you have any questions, please don’t hesitate to ask. Until next time, take care of yourselves and have a good month!

 

 

 

Hi all, I’m Theo, the lead designer of Kana Quest. I’d like to introduce/reintroduce you to the Kana Quest DevBlog.

Why do I say “introduce/reintroduce”? Well the answer is this is the first Devblog I’ve done for Kana Quest in a while. And Secondly this will be the first Devblog that I will be sending it to everyone who has signed up to the Kana Quest mailing list. Which is something I am going to be doing from now on. And because I am going to be sending these blogs out on the mailing list, I am going to be making a few changes. Mostly being that I am not going to be posting these weekly like I used to. I don’t want to spam the inbox’s of people, and doing one a week was too much for me. So from now on, there will be a new Kana Quest devblog on the second Saturday of each month.

So for those who are new here, what can you expect in these devblogs? You can expect updates on how the game is coming along. Bits of news, interesting things that I’ve learned from making this thing, new features, and my general process.

So I’d like to start with the news. Lets get the bad news done with first, unfortunately Kana Quest will not be exhibiting at PAX Aus this year. Which to be honest is really bumming me out. What happened was that I was waiting for an inflow of cash before I booked a booth this year. And by the time the money came in, all the spots had been taken. If any of you were looking forward to playing the game there, I’m so sorry to have let you down.

But with the bad must come the good! And the good is that Kana Quest is no longer a solo project! I have my team member to come onto the project and I couldn’t be happier. As of this week the wonderful Reuben Covington is now the lead programmer for Kana Quest.

IMG_0277

Here’s Reuben helping me set up for AVCon (Anime Vid Con in Adelaide) earlier this year.

Reuben is an incredibly talented designer and programmer whospecialises in Collectable Card Game designs (and is also currently working on Infinity Heroes which you can check out here –> https://www.kickstarter.com/projects/elphie/infinity-heroes-competitive-card-game-for-mobile-p ). The reason why I think was my choice was because he has an incredible knack for bottom up design work. This is the sort of design that starts with a mechanic and iterates onto it to create great gameplay for the player. Whereas I am a Top Down designer. I start with a desired end goal and create mechanics to achieve the desired end goal (e.g. Wanting a puzzle game that teaches Hiragana/Katakana without any rote learning or pop quizzes). Both of these approaches I believe are super important, but they both have their drawbacks and strengths. Because of this, I am certain Kana Quest will be a better game with Reuben’s input. And hopefully, with his help, Kana Quest will hopefully be finished far sooner than later.

Speaking of Kana Quest being finished, when is that going to be? Well I know at PAX Aus last year I said that it would be in 2018. Sorry that’s not going to happen. But I wasn’t far off. The plan is to essentially finish the game in the first quarter of 2019. And now with Reuben’s help, I’m more than confident we can bring the game to you then!

What makes me so sure I hear you ask? Well for one thing, in terms of art assets, the game is a little over 80% complete! And for me, the most time consuming art assets to produce are by far the world art that go behind the puzzles. As of this week I have finished 11 out of 13. At my current estimates I am planning to have finished all the art by the end of October, or by early November at the latest. Speaking of art, here’s the world art for worlds 8-11.

World8pogoCat.gif

This one, was inspired by John Brack’s Collins St, 5pm. And you know… rush hour in Japanese train stations.

World8-9Transition.gif

Oh and this one is of the main street in Akihabara (The nerd capital in Japan). Along with some not so subtle Vaporwave jokes.

world10.gif

This one I mostly wanted to capture the feel of how lights reflect at night in big Japanese cities.

world11.gif

And this one is the obligatory reference to Hokusai. Fun fact, all games set in Japan by law legally have to include some reference to the Great Wave. *previously stated “fun fact” is in fact a fabrication*

I’m really proud of all the art that I’ve made for Kana Quest so far and I feel like I’ve come a LONG way as a pixel artist since I started. And I can’t wait to show you all the last two worlds. I am going all out for them.

But speaking of my pixel art coming along a long way since I started. For some of you who might have seen Kana Quest at PAX last year you might not have seen that I have changed the logo. Why is this? To those of you who’ve seen the game at an event this year, this will be the same logo that you’re used to. And if that’s the case, no I’m not going to upload the old logo because I don’t like it, and I like this new one much more.

KanaQuestLogoGifBorder

See, isn’t it pretty? I know I should be humble, but this logo was a lot of work and revision and I’m still kinda amazed I made something this cool.

This basically all I wanted to share with you all today. If you have a question about anything to do with the development of Kana Quest, please feel free to ask about it. I’d love to answer your questions. If you’d like to see more regular updates, you can follow the development on these social media channels:

Until next time, take care and have a wonderful day.

 

This week we’re gonna do something a little different. Instead of looking at what’s changed or been made for Kana Quest, we are going to look at the non-game related problems that I’ve encountered in making Kana Quest. In other words we are looking at how I use self care to keep on going.

See I have been working solo on Kana Quest full time for a year now and working solo has some great advantages, if I get bored of doing one thing, I can always switch tasks and continue on with something else. I get to have very low overhead costs. But despite these boons, they don’t make up for the fact that working alone is REALLY lonely. Sometimes its nice to not have to deal with people and make creative compromises. But I have found these times are not the norm. And you really do miss having someone around who can sanity check your work. And the worst thing about being a solo dev is you start getting something similar to cabin fever. You will start thinking illogically and getting cranky for no real reason. I’ve found it is so easy to let yourself slip into destructive thought patterns if I’m not careful.

So how do I try dealing with this? Well I try get out and see people. I make a deliberate choice to make time to go and talk to friends. But not just friends, I force myself to go to local game developer meet ups. Game developer meet ups are a great opportunity to talk to other (and in my case more experienced) game devs. Some of the best changes I’ve made to Kana Quest have been suggestions from folk I’ve met at my local game dev meet up.  Just make a mental note to be super extra polite. I go stir crazy from not interacting with people, and its really easy to find myself getting a bit snappy. I don’t want to do that. Folks are doing me a favor by giving feed feedback, and I try to appreciate and respect that.

I reckon I need this tattooed to my retinas sometimes.

Another big problem is simply maintaining motivation. Simply getting yourself to keep going is a really hard thing to when you are are utterly sick of something. And when you’re the only one making something, you get really, really sick of it. So something that I do is that I will keep a list of small and easy things. In other words I give myself an easy win. This way if I ever find myself utterly stuck and overwhelmed with everything, I can get something done. And once you find you’ve achieved one thing you find it easier to do more.

Yaaay, I’m so amazing I fixed a tiny non noticeable detail.

But sometimes I find this trick doesn’t work. These are the days that I just want to throw the towel in. Give up. What I do is go onto Twitter, and Pintrest, and just search for inspiration. Find images and games that I think are cool. Maybe try replicate some techniques that I see (to the best of my ability) and see what I can learn. Its not about comparing who’s work is “better” (because often mine is worse) its just about appreciating other people’s work. And wanting to do what other people can do too.

Yup, I’m working, I swear

But sometimes I end up thinking “they are so much better than me, I’m trash, I’ll never be that good”. In which case I have to force myself to come up with some logical arguments against that line of thinking. E.g. They are so much better than me –> Well yes they are but how much longer have they been doing this? I’m trash –> no Trubbish is trash, you are just learning. I’ll never be that good –> well, twelve months ago you would have said you would never be as good as you are now soooo.

250px-568Trubbish.png

Poor Trubbish, they don’t deserve all the hate they get.

The long and short of this blog post is really, these are somethings that I have to do. It’s a vital part of my creative process and making Kana Quest would be impossible without them. And there is a good chance that what I do won’t work for you. But one should still have a plan and strategy to deal with these problems because you will likely encounter them. And don’t fool yourself into thinking “I’m immune”, because then it will only sting more when you find you aren’t.

Anyway, hope you all have a good week, I’ll see you next week!

Hey welcome to this week’s Kana Quest Dev Blog. Where I get to talk all about what I’ve been doing for the last week. What I achieved, what problems I had and how I solved those problems for my game Kana Quest (A Puzzle game that’s a cross between dominoes and a match three game that teaches the Japanese phonetic Alphabet).

So PAX Aus is now less than a month away. This means most of my energy is being spent preparing for that. As a result very little new content for is going to be made for the game. I’m patching bugs certainly, but making new content will have to wait for now.

KanaQuestPAXBanner180dpi.jpgKanaQuestPAXBanner280dpi.jpgSo what sort of things are taking up so much time? Well mainly getting my booth ready. I learned from AVCon earlier this year, that your presentation matters. It matters a lot. Thankfully PAX provides printing of artwork included in the booking of the booth which will improve my baseline presentation a bunch. But I do need to make the artwork for those posters. As of this week I can officially say that I have been given grant money by Creative Victoria to attend PAX Aus which is amazing and I of coarse can’t thank them enough. And that bright pink banner topper is part of the conditions of the grant. I have to display the Melbourne International Games Week branding on my booth. Which I am more than happy to do. I also made an English version of the Kana Quest Logo as at AVCon I realized that most people had to ASK what the name of the game is. I want my players to know the name of the game without asking so it was a natural addition.

One big achievement this week was this little beauty (please imaging me saying beauty in a really strong Aussie accent).

TaxAccept.pngTurns out getting my tax information verified by Valve turned out to be a bit of a headache. I’ve been trying to get it done for last three weeks and its been very frustrating to do. I do need to give massive shout out to Carmine Fantarella at Games of Edan (Link: gamesofedan.com/icebox-speedgunner#_=_ ) . He provided a bunch of help in this department. So I do want to give thanks where thanks is due. If you like fast paced action games go check out his game ICEBOX: Speed Gunner, its really sweet and just plays amazingly.

So now that Kana Quest is on Steam what’s the next step? Well the next step is setting up my Steam Storefront. This means I need to make a trailer, prepare some HD screenshots and once again make sure my presentation is top notch. Once I’ve done that I’ll submit the game to Valve, they will review it and it will go onto the Coming Soon section.

 

Finally for this week we have the tutorial. For as long as this game has existed teaching players how to PLAY the game. Which is saying something as the first people to ever play the game were two native speakers of Japanese. This week I finally got sick of my tutorials not working so I sat down and made a list of skills the player needs to have to play the game.

  • Know how to flip the Kana to see the English
  • Know how to move the Kana.
  • Know how Kana match with each other.
  • Understand the win state of each level.
  • Know what the undo and restart buttons are.
  • Understand that Stone Kana can’t be moved.

So I went off and made the following tutorial level.NewTutorial5.gif

So this tutorial level does a few things differently to all previous versions. Firstly this tutorial takes place entirely on only once scene. This means I can add new concepts one at a time and those additions will be the focus of attention. It also is much harder to sequence break than previous version. Actually I specifically made it impossible to do so. I can’t afford players who just skip the tutorial as they will be lost. Anyway I need to now playtest this new tutorial to ensure that it’s up to the task of teaching everyone at PAX Aus.

And with that, another Dev Blog comes to an end for another week. If you are interested in Kana Quest please follow me on twitter @notdeaddesigner or follow my blog here on WordPress. I hope you all have a great weekend, till next time.

 

Hi Welcome to the Dev Blog for Kana Quest. If you’re new here and have never seen or heard of Kana Quest, read this blog post for the Who, What, When, Where, and Why of Kana Quest. –> https://kipentheodor.wordpress.com/2017/09/09/kana-quest-primer/

Otherwise read on to hear about what’s been done over the last week!

So I have one and a half months till PAX Aus hits. And I am officially freaking out. There is so much to do and so little time for me to do it. I still have to get Kana Quest onto Steam so I can take preorders at PAX. I still have to implement some sound into the game. I still have to organize my booth’s set up. There are still some bugs that need to be ironed out. I need to make an awesome trailer to show off my game. And finally the one thing that has me worried most of all, my tutorial is still awful.

The tutorial has always Kana Quest’s biggest weakness. I tried to sit down this week and think about all the common misconceptions people have when they sit down and play.

  • They think they are writing words.
  • They think Hiragana is Kanji and start freaking out they don’t know the meaning of each letter.
  • They don’t understand they are trying to match sounds.
  • They don’t understand the win state.

So how am I going to prevent the player from thinking these things?

I

Don’t

Know

That’s it. The reality is I’m just not sure. But I cannot afford to give up. So here are some ideas I have that hopefully will help fix the problem.

Idea 1. Completion Gauge: So most people when playing are not sure what their goal is. If I give a visual representation of how close the level is to being completed it will better communicate the goal. I think it will help players know how close they are to completing a level, but not necessarily understand why they are completing the level.  CompletionGauge2.gif

As you can see I have already started work on this idea, mainly because I think this is my best one. To get this working though I have had to change how I handle checking whether or not the level is complete. Now the game will find the largest group of Kana in the level. Before the game would only actually check the group size starting from one location. I had to change this as if that starting location was the last to be connected it would be very easy to have a situation where the gauge goes from zero to full which would only confuse player further.

Idea 2. Show the Player the Hiragana Table: So the idea here is to show the player the whole Hiragana table after they learn their first three Kana. Hopefully this will demonstrate to the player that Kana are phonetic letters and not Kanji (which are pictorial). The other great advantage of doing this is I prepare the player for all the characters that they will learn. That way they don’t freak out that they are going to have HUNDREDS of Kana to memorize. HiraganaTableGif.gif

Idea 3. Show the English Sounds Matching in Tutorial Levels: The idea behind this one is that the player doesn’t get to see where things are matching. While this is a core part of the gameplay later on, for the tutorial the most important thing is that the player understands the core mechanic. If showing the English for a little bit will achieve this I’ll try it!

Idea 4. Change the Structure of Tutorial Levels: So the idea here is that I increase the size of the early levels but not increase the difficulty. What I’m thinking is a really long level with the same Kana repeating but with stone Kana to limit movement. Coupled with the completion gauge hopefully this will communicate the idea that creating matches is the goal.

So those are my ideas on how to improve the tutorial. They aren’t perfect so if you have any ideas, PLEASE TELL MEEEE! I’ll see you all in a week’s time where hopefully I haven’t turned into a stressed out wreck.

Hey, Welcome to this week’s Kana Quest Devblog where I talk about all the work I’ve done during the week.

So this week has been mostly about getting elements of the second world working ASAP. With PAX Aus fast approaching there are three major things I need to get done before then. First is World 2, second is getting it working on IOS and android and third is putting in some sound.

So most of implementing World 2 is done, the only tasks left on the plate is a tutorial for how to move to World 2, a tutorial for the mystery tile mechanic and finally all the levels. I’m trying to finish working on World 2 by the end of August so I have plenty of time to get the other things on my list done.

So I have two GIFs to show off this week. The first is a lock out screen if the player tries to move to World 2 without meeting the requirements.

World2LockedScreen

The other GIF for this week is a quick demo of how Mystery Kana work. So mystery tiles, cannot be moved and you cannot see the actual Kana. But they will match like normal Kana do. Using that information the player has to figure out what Kana is hiding behind that disguise. In this gif you can see the mystery matches with Ki and Na but not Ko.  This means that the Mystery tile must have the vowel “i” because if it was matching with the consonant Ko would match.  Then since we know that the vowel is “i” when we see Na match we know that the consonant is “n”. Add those sounds together and you get Ni. MysteryTileDemo2.gif

So there are a few things to keep in mind about Mystery Kana. Even if all the Kana match up if there are any Mystery Kana the level will not be complete. Secondly once you figure out the sound of a mystery tile, it will become a normal tile that you can move freely. This is great because it allows more interesting levels. For example you can make levels that are impossible to complete without unmasking all the mystery tiles.  This definitely increases the design space of Mystery Kana a lot.

Anyway that’s the devblog for this week. Hope you have a good weekend, and I’ll see you next week.

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 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.