Monday, 7 September 2015

07/09/15 Updates

It's been a while since my last update... That doesn't mean I haven't been working on the game, just not had time to write about it...

Firstly, the background has now been separated into layers which let me use each layer separately to create some awesome looking parallax scrolling. It was tough to set up but hopefully now I've done it once I can copy it onto each scene without too much trouble!

Next, some new tiles including some underground sections which will let me have a bit more creativity in the levels.

Here's a full view of the first true level. It will no doubt change during the course of development, but this is how it looks at the moment.


Another thing I managed to get working is moving platforms, luckily I found some behaviors on the Stencyl Forge which helped a lot and saved some programming time! The platforms can move both left - right and up - down.

The next things for me to focus on are


  • A way of keeping track of collectibles throughout the levels.
  • How to restrict some abilities until an item has been picked up (Thinking maybe swap out one player actor for another when the power-up is touched. If this creates a bit of an awkward transition then I might disguise it behind a transformation animation or some sparkles...)
  • A proper level select screen or a map


The player has been slowed down a bit as I thought maybe he moved too fast before, but don't worry, if he's going down hill or hits a speed boost, he can still go quite fast and make some big jumps!

And if you want to have a go at a VERY early demo (Even earlier than this update) then go to this link: Super Donuts Demo


Thanks for reading

Tuesday, 1 September 2015

31/08/15 Updates!

Lots more updates this week. Firstly, With the help from +Risu chuu we made some new sprites for the game, including, for the first time, a real enemy!


This bird will patrol the skies above the stage, swooping down to grab you if it sees you.
There is also a red version which is faster, so watch out for him!


It took me forever to figure out how to change the animations from left to right as it flew through the sky, so I will share this code block here for people to use... Bear in mind that all the animations should be under the same actor, not as separate actors.



As well as the enemies, she also created some new objects and items too! First up is the claw, which lifts you up when you roll into the claw it will lift you up. There are so far three different versions of it at different heights.

As of yet I haven't figured out how to get it to recognize you have walked into the right part of it yet. Maybe in next weeks update I will have!



As well as this there are also now baby donuts to find throughout the stages. Two have been made so far. I plan to have five different ones hidden around the levels. (Think Jinjo's from Banjo Kazooie!)



Now for some technical changes I've made to the gameplay. First of all, the Jump has been added back in, maybe as a permanent addition, maybe not... I'll see how the game plays once I've created some actual levels, rather than small test areas.



The speed of the player has been slowed down, and I instead added a Dash button to make it go at the speed it went before, this will help with some of the platforming elements in the levels, as well as let people who want to run through the level as fast as they can!

Finally, the background has now been implemented making the levels look so much better than before! I'll see if I can make some parallax scrolling next but that might be a bit tricky!

Finally, a gameplay video showing all this new stuff in action!







Tuesday, 25 August 2015

25-08-15 Update!

Lots more updates today! Progress is going good, My amazing GF made some sprites for me, so I've added those to the game and they look fantastic! Here's some of the animation sets

In terms of gameplay, I added a placeholder object which kills the player and restarts the level. I tried making an object you can use to attack the enemy but this isn't fully working yet.


A first draft of the title screen as well!




Monday, 24 August 2015

24/08/15 Updates!

Mainly tried to get the score working today. I did so yay! Although it doesn't actually do anything yet... At least it adds up how many points you have and carries over to the next level.


I've also managed to figure out how to make the speed boost item work in both directions by using the players X speed and adding to it instead of setting the x-direction which is what I was doing before. It works much better now! 


Also added some test background music to the level select screen and to a few of the test levels. I'm using Anamanaguchi music for now but of course that can't stay because of some silly copyright law or something.....



Yeah its still pretty buggy and the levels are just randomly thrown together for the purposes of testing but at least its playable!

Thursday, 20 August 2015

First screens!

First screenshots of Super Donuts - Its early days but its already pretty fun to play!





Super Donuts

For iPhone / iPad / Flash / HTML5

Platformer game starring a "super donut"

The donut is controlled with the touchscreen, moving left and right, also up and down when it can stick to walls.

collect powerups to navigate the levels and find the goal portal.

short stages with increasingly complex or tricky levels to navigate

Play with phone / iPad in portrait orientation - screen sizes for 5/6/6Plus/iPad Air 1/2
Use tilt controls for phone or swipe left / right? (don't like on screen buttons!)

Also can play on PC with keyboard or gamepad

enemies try to eat the donut.

complete levels faster to carry time over to the next stage - time attack mode?

colourful 8-bit graphics - pixels only. fun backgrounds with stars and sprinkles!!

release game for free online on my website?
Demo version for free on iOS and maybe Android store but got to find an android device first...

Play as a donut

powerups include Jam, Sprinkles, Glaze and more!

Levels are like a maze use the powerups to navigate and find the warp goal!

Hidden exits which are hard to get to are hidden in each level

time limit which carried onto the next stage

NEW IDEAS:

Story Mode:

Training Level - Set in a kitchen, sprinkles made the donut come
to life, escape the cook's giant hand and enter a portal at the
end of the stage which send you off to Donut Land

Map - Simmilar to Mario World Map.

Each area will have 3 levels and a boss level.

Powerups in certain levels to give extra abilities such as jump /
dash / roll up walls etc.

Level 1 - Green Hill Zone style level - fast and easy to get used
to controls, no powerups. Bright graphics, easy enemies. Each level will introduce one new element and use one or more from the previous level. The boss level will use all new elements from that world in a more challenging stage and a boss fight at the end.

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Score Attack Mode:

Modified versions of standard levels.
Timer count down, finish level with more time left = more points
Speed run mode: Finish as many levels as you can in time limit,
get extra 15 seconds for each stage completed
(similar to marble madness)
Link to Game Centre on iOS for competition. High score list? Watch replays?
-------------------------------------
Collectibles to boost score
Hitting certain objects will lower score / send you back to start of the level
-----------------------------------------
Certain areas in later levels change gravity / colour of area.
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Music

TBC...
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Sound Effects

TBC...
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Thursday, 24 July 2014

Plunderbuss:
Lead Game Designer

It was my job to design the outline for the game, along with the theme, gameplay mechanics, video editing and level plans as well as working closely with the other members of the group to ensure the project was going as planned.

Below are some examples of my work in the project.