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
No comments:
Post a Comment