Posts

Returning to dev on Super Mansion Quest

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 After many years away from this project I've returned, hopefully I will get a lot further this time. I decided to switch from Construct 2 to Godot, because Construct has a lot of limitations, a tiny community, and a lack of development. Godot on the other hand is pretty widely used, despite being newer, and since it is code first and based on a variant of Python, programming principles are easier to translate to it. This doesn't mean it is struggle free, but I've managed to learn a lot already. Anway, I've started working on Super Mansion Quest again, since I now have a better idea of what I want the gameplay to be like,   I made the decision that instead of having endless rooms, the maps will be contiguous, which means the architecture will also be more logical In order to support this properly I had to come up with a way to transition the camera between spaces and hide rooms when they aren't active, as shown in the gif below. I'm posting more about this on my

Game development updates April

It's been a long time coming but here's an official announcement: Super Mansion Quest is on hold again. There's many reasons behind this but the main ones are: I was meant to be working on only one feature (making the guns feel good) and I got sidetracked I don't really know how to create proper enemies that would suit the gameplay The progress I was making felt really slow and I didn't have much enthusiasm for it At the bottom of the post I have a partial list of what I achieved while working on it again. What I actually want to talk about is what I've been up to in between putting the game on hold and now. It started off with wanting to make a platformer that's smaller in scope than Super Mansion Quest. So I worked on a recreation of Super Mario Bros. World 1-1. I actually managed to get a fair amount done because there's not too much going on in that first level. I didn't make an exact clone because the movement in Super Mario Bro

Accomplishments & Goals

I didn't get as much done in 2014 as I wanted to, but I still managed to actually do a few things -Worked on 3 released games ( Swan River Swim , Quarries of Scred 1982 and Scourge of Tethys ) -Worked on a number of unreleased prototypes (Grapple Punch, Text Invaders, Monster Tournament and a few others that didn't have names) -Cleaned up and resumed working on Super Mansion Quest -Created a devlog for Super Mansion Quest on Tigsource -Turn 21, not really an accomplishment, but it is an important event that happened -Went to PAX Aus 2014 and got to explore Melbourne a bit more this time -Cleared a fair amount of games from my backlog and removed the games I didn't want to play So in 2015 I hope to: -Release the gun demo for Super Mansion Quest in a few weeks -Release a few games/prototypes -Create a proper art portfolio -Play more games -Read more books -Waste less time on the internet

Working on Super Mansion Quest again

Over the last few weeks I've been working on Super Mansion Quest, just so I could play around with making some guns in it. So far it's gone pretty well, I'm really enjoying working on it again. Added two new guns in the form of a machine pistol and a rifle Simplified the weapon creation process temporarily so I don't have to manage so many events for a single weapon Worked out how to convert Rounds Per Minute to the interval for each bullet (60 divided by RPM) Created a guide for creating new weapon types Created a room for target practice Added a recoil feature which makes the bullet spread of a weapon worse the longer it is fired Added dotted lines to measure the bullet spread Created a central dotted line to allow the player to line up long distance shoots easier Created a simple bullet firing noise Adjusted the pistol stats The machine pistol works really well because of the fast rate of fire and the bullet spread indicator. The rifle is cool because o

Preliminary Scourge of Tethys Android release

Over the past few weeks I've been working on features and graphics to allow Scourge of Tethys to be played on Android phones and tablets. I was also working on a post about virtual controls which I hope to finish soon. I will be launching the game on the Google Play Store, but I still have to work out the details of that. Please only buy it if you have version 4.0+ of Android as it won't work on any previous versions. You can get the APK from itch.io for only $1. Buying it from itch.io also means you get the desktop version as well. If you have any problems with the game please contact me on Twitter

Scourge of Tethys is now v1.05!

Recently I've been working on a few things for Scourge of Tethys and I've finally released it. The enemies now have some animation, the titlescreen has a little animation to it, the difficulty increases over time and each round gives a score bonus. The game can now be bought from itch.io for $1 http://jon-dog.itch.io/scourge-of-tethys

Scourge of Tethys Updates

Over the last few weeks I've been working on updates for Scourge of Tethys. It's now sitting at V1.03 Major things I've added is a main menu theme by z0diakk, an online scoreboard, being able to play with a gamepad and a pause function. I've also added some small tweaks to the difficulty and controls so the game is more balanced. You can buy it from itch.io as pay what you want: http://jon-dog.itch.io/scourge-of-tethys It can also be played online at Kongregate & Gamejolt . I'm going to be doing a few more updates to the game over the next few weeks while trying to start a new project. Here's the full list of changes since the original release: