Tag Archives: Dev Log

new parallax background

New Background, MODDERS – level editor

Update 0.0.7.X

Version 0.0.7.X is mostly about the world editor, and while this was worked on, I also worked on new development/modding tools that will be presented in the next article!

This update wasn’t big at all, all there is to it is a new background, so feast your eyes!

0.0.7.0~0.0.7.2

 

0.0.7.1

 

What did we add?

PLATFORMS

First of all we added an invisible “grid” system. Basically it uses units of smallest platform possible to place platforms in the world

we added the ability to actually add platforms, which uses the grid to place it ( you will see how the placing isn’t “smooth,” this is done on purpose. This is to make sure platforms aren’t overlapping themselves in a weird way.

What are these coins that stay randomly floating for? This was just part of platform testing, I didn’t feel like taking them off yet simply because the platforms aren’t perfect yet, (but if you follow our twitter you will see what they look like when they are close to perfect… 😛 twitter link)

0.0.7.0~0.0.7.2

 

NPC

0.0.7.0~0.0.7.2

 

Keys:

To place an NPC, you need to press “T” and pick an NPC, then you can put this specific NPC down as many times as you would like, to select platforms, simply place the “space-bar” and place as many as you wish.

New background (Revision 3)

0.0.7.0~0.0.7.2

 

As you can see it moves in layers, which creates a false-3D effect — or Parallax background effect 😀 (this is not yet perfected and will probably not be for a while, yet it works!) This background actually went through more revisions but it would be redundant if we would show you each one, this is the most recent one!

0.0.7.2 Major Update

High-Lighting Selected Object

0.0.7.0~0.0.7.2

 

Platform Tweaks!

Now you can increase the length of a platform! use “D” to enlarge to the right, or “A” to minimize to the left.

0.0.7.0~0.0.7.2

 

Camera Controls

0.0.7.0~0.0.7.2

 

Player Spawn

Now there is an initial player spawn selector. you can place the green block where-ever your would like the player to spawn at! (press “P” to select player spawn and then click anywhere to place it.)

0.0.7.0~0.0.7.2

 

Saving/Loading Maps!

Now when you exit the level editor, the map you created gets saved! then once you launch the game and open press the play button it will immediately load for you the appropriate background to that map and everything inside of the map you saved for you to play-test! (the game will only load level “0” for now)

0.0.7.0~0.0.7.2

 

 

Check out Alpha Testing tab on the top of the website if you are interested in a free copy!

Character Saving, coins, new spritesheet, AND level editor!

Update V. 0.0.6.0 R1

Summary

we finally finished what we think you guys will love! This new update includes so much content… from bug repairs, to character saving, to health and damage system! And above all… this is going to have the most GIFs ever… like it legit took me hours to get em good lol…
Where do I even begin… oh I KNOW…

0.0.6.0 R1

this is the first revision of the game which basically starts out the player saving system.

0.0.6.X R1 Update

So once the game is being launched, it immediately looks for this file to load a character, which includes your health, your mana, your level, your skills, your job, your position and basically everything else. however, if it couldn’t find this file, it creates a new simple character and once the game is closed it saves it and creates the file! This works like any basic saving, once you play, you level up, you beat monsters etc, let’s say my skill is lvl 3, I shut down the game, open it the next day…. and OMG I am back when i stopped and i can still teleport at a level 3 range!

Next up, I have good news! and… bad news :'( kinda lol… well let’s start with the bad news… Good-Bye baby Chicken… we removed the baby chicken animation from the main character.. now good news! We put in a temporary template that we are working on for the character. We update the animation and fixed some stuff around. we also nerfed the jumping so now you dont jump so high and it feels more natural. the platforms are not going to be this high in the end game that you have to use teleport skill to get them, this is just for now until we finish the map-maker!

0.0.6.X R1 Update

 

“Hey there, what is that coin-looking thing,” you may ask! well it is the new drop-able item instead of the toilets and floating chickens.. :P, anyways, yea it just floats there and spins for now, here is a closer look:

0.0.6.X R1 Update

 

You are probably wondering, “Well, this is already a lot, but is there anything else in this update?..” Well… no… JK! there is more! Your character is no longer invincible! you can now get hit and the monsters can interact with you. once they collide with you, you will go into “invincible” mode for couple of seconds, which will give you the opportunity to escape and not get unlimited damage done to you in matters of seconds. The “invincible” mode changes the opacity of the character and makes it look as if you are getting feedback when you are hit.

0.0.6.X R1 Update

 

**Alright, I warned in the other post, you NEED to take a deep breath because 0.0.6.0 isn’t even done here and there are 3 more sub-versions for me to explain and talk about!**
NPC – non playable character, everyone’s favorite right? well it sure is mine! Check it out! the Baby chicken is back as soon as you thought he is a goner forever! So for now it stands for “Non Playable Chicken…” haha… I’m funny… right?…. plz say yes…

0.0.6.X R1 Update

 

This NPC is not interact-able yet and is not ready at all. it is just for decoration in this version 😀
Next up, and, yes, lastly, is a world editor being under development!

0.0.6.X R1 Update

 

Allow me to run you through that menu you just saw real quick, it is quite temporary but it is a main gate into the game and into the world editor. I basically added a new Screen to the Screen Manager that can now move you from menu to either world editor or game itself (soon there will be character creation too which this menu will helps to get to in the future)

Alright, there is more to come soon so give it a couple of days! This update was huge by itself! time to go back to programming!

Menus, Experience, levels, skills and more!

HUGE UPDATE 0.0.6.X
What Took us so long?!?!!
well, we didn’t mean it to take so long… but if you follow us on twitter you would know that my PC kidna gave up on me in the past few days so I was focusing on fixing it up while working on an update for the game!

How do we Pick The Version Names?
First thing first, let me clarify on how we pick our version names for the game! It is quite simple, if the update is minor, we choose to remain on the same 0.0.X and just add another number at the end for example `0.0.6` and `0.0.6.1`. The reason for that is because that all of `0.0.6.x` version will share the same folder and same resources. once the resources had changed, or it needs to save a new file (in this case the file is the player data) or if it needs to save a file in a different manner as before (for example if we changed the way keybinding behaved), we are forced to create a new folder for it, at which time we change the 3rd digit of the version (in this case to `0.0.6` from `0.0.5`.) Version `0.0.6` was a special case, it only had 2 very minor updates before it immediately changed and needed a new folder, so I decided to just create the next version as an “extended” version of `0.0.6` called `0.0.6R1` where “R” stands for “revision.” Well, I hope that clarifies it!

0.0.6.X
summary
This is the initial creation of version `0.0.6` and this only had 2 sub-versions, which includes the addition of a job system, addition of a level and experience system, and addition of menus such as skill menu and soon inventory menu!

Menus
By menus we don’t mean main menus and such, we mean menus you can use on the fly as can be seen in the GIF! The menus were programmed to be move-able as you play and they lay on the HUD screen meaning it stays static as you move, so you can leave the skill menu on the right left corner and it will remain there as you move your way through the map!
-Skill Menu

  • The skill menu includes a title saying “skill menu”
  • use-able skill’s name and level
  • button to upgrade the skill’s level
  • skill point counter at the bottom

-Empty Menu

  • this is going to be the inventory menu; updates coming soon!
0.0.6.X Updates

 

Experience/Level System We experimented using different formulas until we found one that we chose to stick to! For now each monster you kill will give you 5XP which is just for testing of course and in the real game each monster will give you different XP depends on their difficulty and level. Once you level up, you get 1 skill point to use which in this case upgrades our teleport ability!

0.0.6.X Updates

 

Skill Menu Revision
This is a minor update to the skill menu that changes the layout as follows:

  • The skill menu includes a title saying “skill menu” (now higher on top)
  • “Class” and the class’s title
  • use-able skill’s name and level
  • button to upgrade the skill’s level
  • skill point counter at the bottom
0.0.6.X Updates

 

For more info, check out our IndieDB page http://www.indiedb.com/games/project-dg
and our twitter and facebook:

Menu Structure

Game Dev Log Update – Project DG 0.0.5.X

Indie Game Dev Log Update – Project DG 0.0.5.X

In version 0.0.5.x of our lwjgl game, we added a bunch of stuff, from stuff you cant see, to some nice skill effects and menu structures!

Game Dev 0.0.5.0 ~ 0.0.5.1

For these versions, we didn’t add much, all we did was change the code around a little bit fixing some mouse and keyboard feedback and adding in the option for keyboard binding! Now you can bind your actions to your keys, which brings up the option for…. menus… and… SKILLZ Binding! Oh… and we also added Screen system which allowed us to add our logo in the intro to the game (even the screen system is made from scratch… I didn’t know about slick2D while creating our screenManager class.. finished it and then found our there was a simple solution… just wow… am I right?) Version 0.0.5.1 was just a tweak for the older keybinding.

Logo Intro

Logo Intro

Game Dev 0.0.5.2

Now this… this is where things started to happen! We added a simple grid which is bunch of lines drawn to present the structure of each 1 unit of platforms, we used it to test the textures and make sure they are drawn correctly. Next up, well this is what I was excited for the most. I added structure for skills, structure for jobs, and structure for character race into the game! Well you can’t see all of that in the game right now as this is not completely implemented but…. you can see a new skill that will belong to one of the classes we expect in the future! The skill is called “teleport” for now, it basically moves the character a set amount of distance to one direction for now (expect it to change very soon!!)

Skill and Grid update

Skill and Grid update

Game Dev 0.0.5.3

This version was the addition of skill effects! I created the skill effect class and added the first skill effect! The “Poof!” Now when the character teleports, a poof effect is shown that disappears after the animation is over! Giving the skill a greater impact on the viewer and makes it much cooler!

Poof Effect Added!

Poof Effect Added!

Game Dev 0.0.5.4

ok… now this.. is where this game becomes innovative! We wanted to give the player the freedom they deserve, even in a 2D space! instead of teleporting a set amount of space in a set direction, the user can choose how far (up to a limit) and in what direction, they want to teleport, giving you 360 degrees of freedom!

0.0.5.4 FREEDOM

0.0.5.4 FREEDOM

Game Dev 0.0.5.5

In this version we started adding the menu structure! this menu (the one in the gif file) is the inventory menu triggered my pressing `i` on the keyboard (this is where the keybinding comes to play btw!) the menus can move once clicked on and dragged, and can be closed by pressing the same button (in this case `i`) again. Next up, we just added a little bit more range to the teleport for testing purposes, in the game itself, there will be levels and you will have to level up your skill *and it wouldn’t be op… we will do our best to balance every skill.*

Menu Structure

Menu Structure

stay tuned for more and follow us on twitter and check out our page on indieDB!

Project DG – What to Expect in Update 0.0.5.X ?

Indie Game Project DG 0.0.5.X

Update 0.0.5.X will focus on basic skill and job system! Add on to that, we will add basic menu system for inventory and skills and more. We will focus on fixing the mouse recognition and add our own style of combat… one using the mouse! every skill in this, including normal attacks for range characters is including the mouse and basically is, sort of speak, a “skill-shot.”

Game Direction

We are going to have 4 jobs in this game, which are kept secret for now… (shhh…. don’t tell anyone but we might leak some stuff on twitter @_isolatedpixel … or here… so stay updated…). There will also be 3 main cities and 3 types of biomes, one will be the snow biome, next is Forest biome, and lastly… Steampunk biome! Each one of these biomes will have their own race and each race will have their own advantages and disadvantages, for example… one might be slower in snow, while the other is faster and able to neglect the cold.

So expect updates from us coming soon! we are almost done with 0.0.5.X and as soon as we are, we will upload here the news!

0.0.4.2

Game Dev – Project DG V. 0.0.4.X

Game Dev Log – Project DG 0.0.4.x

So, lately we started  “twitting…” stuff… well… yea… we never actually used twitter except for publishing our articles on there, but now… i got addicted… I twit like… anything… lol. Go follow us @_isolatedPixel For updates on versions that we didn’t post on here yet, and get random leaks… there are even some there right now that I took while programming the game!…

Ok, now back to the subject… Version 0.0.4.x, Well, there isn’t that much to it, well as far as you guys can “see” but it goes as follows:

Indie Dev Log – 0.0.4.0

There weren’t many edits here, but we did tweak up some stuff and add a little bit.

    Fluid Camera

We added fluidity to the camera, meaning it is not “locked on” the character and follows it keeping it at the center, the camera now keeps a little delay and “follows” the character. It makes the camera feel neater. Well in my opinion at least… lol

    Bull…

You may be asking yourself… what’s up with that bull… and where did our beloved Baby Chicken disappeared to?? Well, don’t worry, I was just testing it for future purposed, they will both be place holders for other stuff.

    HUD

We started working on HUD for the game, but for now it is on the same layer as the game itself, so the HUD will remain at the same spot when the character moves, meaning that it acts like a game object and would simply get out of your point of view… ehh… you’ll see what I mean in the GIF. Oh, and side-note, all of the GIFs have low fps compared to the actual game, it is much smoother in the game, you will see when I publish the video, which will probably be tomorrow!

Project DG 0.0.4.0

Fluid Camera, Bull, and HUD

Indie Dev Log – 0.0.4.1

In this version, we added camera layers, and a basic AI!

Camera Layers

So there are actually 2 layers now, even though it could look like three… first layer, is the background (No more green screen!!) second layer, is the game, third layer is basically re-using the 1st layer to draw on top of the whole game. Since the 1st layer isn’t moving, well for now, we are just re-using the coordinates from it.

AI

The AI is fairly simple for now, the character chooses random direction (Left or Right) or to rest for a bit, and for what distance to do that. There is also a target system, once you hit the enemy, it will try to follow you, the enemy cant damage you yet bit it does freak out in order to reach you…

V0.0.4.1

V0.0.4.1 Added AI and fixed HUD (Camera Layers)

Indie Dev Log – 0.0.4.2

Nothing too big on this one, we just tweaked the AI and reduced speed. OH AND THE BABY CHICK RETURNED!!

Return of The Baby Chick

YES YOU ARE SEEING RIGHT, the baby chicken is BACK! in the beginning I was just testing out the bull sprite sheet, it was supposed to be part of the old game originally but was never added, we are going to use it for testing! Isn’t that exciting?…. no..?. really… Ok…

AI Tweaks

We fixed the speed of the AI and there were sometimes where it would just pick left or idle, meaning no moving right unless he hits a wall… so yea… that was fixed! And the AI is now MULTIPLYING …. for testing purposes, once the enemy is killed (10 pig shots.. lol) he will die and summon 2 more! for the fun of never ending BULLS following you!

V.0.0.4.2 AI Tweaks and RETURN OF THE BABY CHICK

V.0.0.4.2 AI Tweaks and RETURN OF THE BABY CHICK

Game Dev Log 0.0.3.2

Game Dev Log – Project DG V. 0.0.3.X

Game Dev Log – Project DG

Summary

We divided version 0.0.3 into 3 parts, as we started out with the first revision, however we kept on tweaking it, but it wasn’t big enough of a change to call it a separate version :P. Ver. 0.0.3.X focused on platforms, collision detection, and camera control! which in my opinion changed the game a lot and made it somewhat “playable.”

0.0.3.0 – Platforms

We had to program the platforms from scratch, meaning planning out their hierarchy and their structure, and in order to make the future easier, we decided to make a class called “world” or “map” in the future which will hold all of the platforms, and each of the platforms will hold objects such as dropped items, enemies, NPCs, and others.

platform-demo

0.0.3.0 Platform demonstration

0.0.3.1

In this version, we tweaked the collision detection between the platforms and the objects, we also added more “dropped items.” The collision detection in 0.0.3.0 were quite buggy, sometimes the character would just slide off the platform before it was even at the edge (if you look closely you will see it at the gif file of 0.0.3.0). So we fixed that issue, we also checked the platform’s ability to hold dropped objects and update them within itself, so basically all of the “floating toilets” you see are objects that are handled within the platform itself! (and yes… its a floating toilet… i was bored 😛 )

0.0.3.1 platforms demonstration

Demonstrating platforms and dropped items project DG 0.0.3.1

0.0.3.2

Wheew…. ok… this… this is a big one 😀
Where do I start..? lol
Well, first, We created the first moving camera! now, the camera basically follows the character  and keeps it in the center, however it will not go underneath the first platform or to the left of the first platform (which is the origin of the coordinate system (0,0)). Next, we added more platforms for the first actual testing area!
there is one problem though, well one very VISIBLE problem lol, since the background is being drawn on the same layer as the game for now, it is moving with the character, exposing the empty green “canvas” behind it… this will be fixed once the background will get it’s own layer though! so nothing to worry about!

Game Dev Log v. 0.0.3.2

0.0.3.2 added camera and more platforms