Progress Report 2

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Hoping to have a stark little hub room with a couple of portals you can enter to fight some demons by the end of this month. The “Bachelor Trip” deadline looms, and I’ve got most of the combat for my prototype squared away. Six enemy types are ready (if you count a turret), each with different behaviors/speed per difficulty. And they can handle stairs and pits now!

I redid a lot of my ugly, early scripts and converted all my AI over to behavior trees (which are super flexible, definitely worth taking the time to learn). Still need to get some basic menu flow up and running: Title Screen, Hub World, Mission Accept, that kind of stuff.

Support This Insane Endeavor

Adam is making a game with visual scripting! Follow @oneadamleft on Twitter, sign up for our mailing list, and check this feed to see what happens next. I won’t beg you for free money, but buying any of our games or game soundtracks gives me more time to work on this.

Categories: Game 7

Progress Report 1

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I have almost five enemy types working now, and have spent the last few days trying to design a smarter ranged attacker. I’d like the game to be top down, but not flat, so they need to be able to figure out pits and stairs. I made great progress on an enemy that could chase me around a flat level without getting stuck on walls or corners, but they went nuts when they saw stairs for the first time. Just went up and down them over and over. Close to cracking this now, though.

Of course, I could always just make a flat game with no stairs, but I like the challenge of trying this the hard way… For the time being.

And that’s the phase I’m in: make as many enemies as possible, so later I can just build some levels and mix them into interesting encounters. I figure 8-10 enemy types is a decent variety for the size of game I’m shooting for.

I’m going on a bachelor party road trip at the end of the month, and hoping to have some kind of a highscore level ready with a PS4 controller to get some early feedback.

Support This Insane Endeavor

Adam is making a game with visual scripting! Follow @oneadamleft on Twitter, sign up for our mailing list, and check this feed to see what happens next. I won’t beg you for free money, but buying any of our games or game soundtracks gives me more time to work on this.

Categories: Game 7

Sup

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So Alex is happy at his new full time gig, and he lets me pick his brain every so often. In one such brain-picking session, I asked him whether it was feasible to make an entire game in Unreal’s visual scripting system, Blueprints. He said yes, then he probably qualified it with some important information, but my mind started wandering at yes.

Could I, with 9 years of game design and game art experience, but VERY little coding experience really ship a whole game all by my damn self? And even if I’m capable of it, do I actually have the determination and savings to finish what I’m starting? I think so?

I’ve been learning Blueprint full time with YouTube and books since November, and started working on a game in December. I’m accepting contract work where it pops up, but I work better when I’m focused, so I’m not really “hunting” very hard for it (here’s my portfolio if you’re interested).

I don’t really know where this will end, but I’m hoping to at least become a lot smarter, or at best be able to continue making games full time.

So What’s the Game?

It’s a dual-stick action RPG, a bit heavier on the action side than the RPG side, from one of the makers of Tilt to Live.

Tonally, I want the writing to be something along the lines of Adventure Time or Undertale, goofy at times, but not hollow. I wrote a whole scenario for it, decided that would take too long to make, so I came up with a shorter “Prologue” to start with. I’ve got a general timeline roughed out, and I’m trying to keep the art style impressionistic, so I can make more assets with the limited time I have.

Rather than crowdfunding and all the promises and pressure that entails, this’ll be a finished, low-price, 2-ish hour single player game that you can buy and play and enjoy. And if enough people buy it, maybe I can build the larger, original scenario.

So far I’ve got three bad guys and a hero, I’ve got controller support working, and I’ve got multiple difficulties with interesting differences in enemy speeds/attacks. Let’s see what happens.

Support This Insane Endeavor

Follow @oneadamleft on Twitter, sign up for our mailing list, and check this feed to see what happens next! Nobody knows! I won’t beg you for free money, but buying any of our games or game soundtracks gives me more time to work on this.

Categories: Game 7