This past month or so consisted of a lot of little changes. Floors of Discomfort is at a point now where there are tons of little things that need to get done before the game is ready for launch. The little things include a change in the items UI, sounds, collision fixes, settings menu fixes, some aesthetics, promotion, and the infamous bug fixes. A few more things have been added to my todo list but it is slowly dwindling. Most of the stuff on there now is for the advertising side of the game! Marketing is important, I know, but I hate it. Oh well.
Okay, so I mentioned an item UI change. This comes as a result of the increasing amount of items being added to the game. Originally we had a hotbar system, the kind that is found in most RPG games; however, this wasn't working for the game. It was in the way and just didn't work with the fast paces play style that this game presents.
That picture is an old one, but you can see on the bottom that there is a
 hotbar, yeah that's what I'm talking about here. It just didn't work the
 way we had hoped so Jerry (the designer) got to work on a new design. 
Before we knew it we had a brand new design, and one that is here to 
stay. It is a ring design. By holding the tab button a ring menu pops up
 that will display all the current items the player has in his 
inventory. He can then click on one, selecting it, and use the right 
mouse button to activate it. Below is a picture of this design.
This design works so much better, and I think everyone will agree with 
that. Those are all the usable items at the moment, the ring is not 
filled because we still have a few usable items to implement, and we 
also want to leave room for future items that will be created. You can 
also see that when an item is selected the icon for that item will show 
up at the bottom next to the character specific attacks, indicating that
 the item is selected. I am very pleased with this change.
Sounds! We have begun adding sounds to the game :D This is a big step 
for us. For the longest time the game had no sound, and it was really 
missing it. Over the past month we've been adding sounds little by 
little. The basic sounds are in there, attack, jump, fall, hit. We are 
working on adding the more specific sounds for specific enemies and 
hopefully that will be done by the next development update. Music on the
 other hand is lacking. We currently have a few songs in place it is far
 from a final sound track. Three Prong Productions is a team of two. I 
am the programmer and Jerry is the designer and artist. Neither of us 
have much experience in game music. Our goal is to be as self sufficient
 as possible in this game development process, so we are going to have 
to learn to create our own. The current music in the game are all 
originals, but they need to be improved so that's something that will be
 improved upon. 
The settings menu in FoD is very minimal. It is simply a menu for sound 
volume, music volume, and full screen toggle. There has been a long 
standing problem though of the sliders not working! This dev period I 
finally got around to fixing that problem. Now the setting menu works as
 intended, with the exception of full screen but that's a whole 
different problem I have to look into. Here's a picture of the settings 
menu.
Another nice fix this month was collisions. I've had a problem since the
 beginning with collisions, I had to write some hacks to get around it. 
This month though for some reason everything clicked and collisions work
 great... I am going to be completely honest, I did not structure my 
code the best way possible. I have since learned since I started the 
project, but I am stuck in this code structure that results in half an 
hour to fix something like collisions across all enemies and characters!
 I have considered rewriting the game many times, but realized it 
probably isn't worth it at this point. In the future I will use some 
better coding structures for sure though.
The final awesome addition to the game this month is something that I am
 really excited about! When the game is beaten with each character, that
 character will have his own end game... cut scene of sorts that will 
describe why the character is in Nexrolis' universe. Jerry has been 
doing a crazy job with creating the images this month, here is a sneak 
peak at one of my favorite scenes Jerry has drawn so far.
It's all coming along really well.
That it for this update! By next month I'm hoping to have usable items 
done, sounds done, and a trailer done... it's going to be fun. See you 
next month!
We are now on IndieDB so if you're interested in FoD you should really 
check it out, I'm always posting art and videos on there: http://www.indiedb.com/games/floors-of-discomfort
Also be sure to follow Three Prong Productions on twitter! @3ProngProd 
Hopefully I'll have a video update by the weekend as well so be on the lookout for that.
P.S. we are looking for beta testers so if you would like to be a part of that send us an email at threeprongproductions@gmail.com, tweet at @3ProngProd, or send us a message on IndieDB
P.S. we are looking for beta testers so if you would like to be a part of that send us an email at threeprongproductions@gmail.com, tweet at @3ProngProd, or send us a message on IndieDB
- Frankie
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