Monday, June 23, 2014

Dev Log | 015 | From mini-game to demo

Yesterday I took the day off to work on some home improvement projects which stretched well into today. Unfortunately, after checking my to-do schedule on the game tonight I realized this break threw a wrench into my entering the RPG Maker contest on time. While I could've put something together at the last minute the quality would have been unacceptable for submission.

So what does this mean?
1) The mini-game will in fact become a demo of the first level for the game.
2) Full game will be a single-player experience for PC with gameplay length of anywhere from 8-10 hours.
3) Game will be created using Unity or Cryengine.
 4) Dev logs will be updated on a weekly basis with the occasional update during the week. This will lead to better quality posts with the occasional video added.

That's all I have for now I'm afraid, besides a few odd ideas swirling around here and there. If you have any questions or comments please let me know in the space below. I will get back to you as soon as possible.

Thanks for reading


Saturday, June 21, 2014

Dev Log | 014 | Bad Guys and Start Screens

Mainly a laid back clean-up and polish day. Here's the fruit of it.
It's a movie and game night for me so thanks for reading and have a good evening.


Friday, June 20, 2014

Dev Log | 013 | Start Screen Set-up #01

Had problems thinking up enemy concepts today so I thought this would be the perfect time to step away for a moment and get some work done on the start screen.
 This chest and variants of it will be seen throughout the game by the player. It will also be a base for the chest holding the spellcaster's lost item.

Thanks for reading


Thursday, June 19, 2014

Dev Log | 012 | Enemies Concept Sketch-up #01

First baddie of the game folks. I think he turned out fairly well.
Thanks for reading.


Wednesday, June 18, 2014

Dev Log | 011 | Item Concept Sketch-up #02

Here's version #02 of a couple items plus a new bounce pad.
That's it for today. Next I think I'll try my hand again on some enemies.

Thanks for reading.


Tuesday, June 17, 2014

Dev Log | 010 | Game Design Document v.#1

 Here's what I have so far. Very much a work in progress.

Project Ghost
June 2014

Project Ghost is a third-person RPG Platformer 


Project Ghost is about a spellcaster who travels a magic world looking for something he lost.

    Using classic RPG and Platformer elements, the player will be able to cast spells, use potions, and summon monsters to crave his way through enemies and a sometimes hostile environment.

Player Mindset
    Player will have an adventurous and playful mindset while playing the game. It is the hopes of the developer that they will have a laugh or two sometime during their gameplay.


     Title Screen- First thing seen by player that they can interact with
           Start- Start a new game
           Continue- If existing save file is available,  player can continue from the place they/game
           Exit- Exit the start screen
           Options- Adjust sound levels, contrast, and screen resolution
    Level Select- Player can go back to any area they've been to before
           Inventory- Storage for usable items, collectibles, currency. etc.
           Stats- Info regarding Hero, Summons, Enemy combatants, etc.
           Next Level- Continue on to next level
    Extras- Art, Cosmetic items, Behind-the-scenes, etc.
    End Credits- Software, credits, and thanks to all those involved in project

     Movement- Standard player movements(w,a,s, and d) including but not limited to: dodge,
                       crouch, sneak(tip-toe), climb and swim.
    Toolbox- Items and talents open to player at any point in time during gameplay
             Ex. Player can use a health potion at any point in time if  the following requirements are
                   met: 1) It is  not during a cutscene, 2) the potion is available in inventory, 3) and if
                   the Hero's health has been depleted.
   Playfield- Items and talents only open to player when made available on the playfield
                  (playfield only assets).
            Ex. Player can summon a support character if the following requirements are: 1) If
                  summon portal is made available on the playfield, 2) if it is not during a cutscene,
                  3) and if a barrier/puzzle is not  blocking player access to summon portal.


Style Attributes

Cartoony with contrasting colors. Silhouette of character(s) in-game should be readable from a distance and with black and white value scale. If the textures and silhouettes are off in a black and white color scale they will probably be off in color as well.

Small areas of high detail with large areas of low detail. Too much visual info at once can confused and aggravate the player. By keeping small areas of high detail and large areas of low detail, the player's eye will be attracted to the high detail without being stressed out. This will also allowed for more small "embellishments" to be scattered throughout the level.

In short, less is more in regards to visual interest in the game.

Monday, June 16, 2014

Dev Log | 009 | Slate Concept #03

Definitely went too crazy with the ink on this one.
Can't seem to get the right look either no matter how many times I draw him.  Oh well, I'll come back to it again later with some fresh eyes.

Thanks for reading.


Sunday, June 15, 2014

Dev Log | 008 | Slate Concept #02

This post is dedicated to the support character summon Slate. I was able to squeeze in a few minutes today to create his first "workable" concept for the game as well as the item concepts in the previous post.
Nothing much too say except I should have some more time during the week for this and the others hopefully.

Thanks for reading.


Dev Log | 007 | Item Concept Sketch-up #01

Hello. After a rather interesting (and stressful) weekend I'm back with some  rough concepts.
Here's to hoping things get back to permitting a steady, productive workflow.

Thanks for reading.


Saturday, June 14, 2014

Dev Log | 006 | Storyboard Sketch-up #02

Here are the new (but late) storyboards for the game. Unfortunately things came up that needed to be addressed so I apologize for that. Anyway, here they are.

So, I'll probably be doing an extra post today or tomorrow to make up for yesterday. Honestly though, it depends on what shenanigans go on today.

Thanks for reading.


Thursday, June 12, 2014

Wednesday, June 11, 2014

Dev Log | 004 | High Concept v. #1

Not much to say today. I'm a little farther behind than I would like so in the interest of time I modified Matt Powers Game Concept to suit my own needs.

You can find his here:

I'll be replacing my version with an actual game design document since this feels a bit scatterbrained. Even threw in the logo to try and make it seem better than it is. :p

Thanks for reading


Tuesday, June 10, 2014

Dev Log | 003 | Stacked Block Workflow

Hello! I drew up a workflow chart for the game but first I'll need to reference back to the last post so the chart will make a bit more sense.
From top-to-bottom and left-to-right:
      Row #1- Protagonist/ Hero
      Row #2- Support #1, Support #2, and Support #3
      Row #3- Bad Guy #1, Bad Guy #2, and Main Bad Guy

While not everything listed on the chart has concept sketches/ art for it, I put it in anyways so later on I wouldn't forget anything important.  Front End Builds = Playable builds of the game

Front End Build Goals:
    #1- Protagonist has basic movements, is able to spell cast, fight BG #1, and explore Area #1
    #2- (FEb #1) + fight BG #2, summon Support #1, explore Area #2, and collect Item #1
    #3- (FEb #1-2) + fight MBG #1, summon Support #2, explore Area #3, and collect Item #2
    #4- (FEb #1-3) + Protagonist animations improved, summon Support #3, solve puzzles,
           explore Area #4, and collect Item #3.
    #5- (FEb #1-4) + Protagonist is "lively" and likable, fights BBG #1, better quality puzzles
           plus a few extra, MBG is more "lively" with more abilities, Misc. NPCs appear throughout,
           and in-game cinematics available/ improved.
    #6- (FEb #1-5) + Game is optimized, bug-free, and polished like a pearl.

That's it for now. Back to the grindstone. And by the way.....

Thanks for reading.


Monday, June 9, 2014

Dev Log | 002 | Concept Sketch-up #01

Spent some time sketching up ideas for a fun game. While I liked most of them this is the page I chose to continue on with for the game in question.

Obviously they need some more TLC but for now they make a great starting block.

With that I'm off to brainstorm some more on how the game will play out.

Thanks for reading.


Sunday, June 8, 2014

Dev Log | 001 | Hello World

First post? Check.

Game plan?

About a month ago I decided to go indie; around the same time I started to pack up for my move in June. Like a lot of indies my budget is, for the moment, minimal. With that said, here's a peek at what I like to call my "Cheap Indie Dev Kit".
            Photo taken before I realized my move was postponed for a week because of some unknown issues with the owner.

Cheap Indie Dev Kit- June 2014
 Hardware (pictured)
       Memorex DVD-R Discs
       Stopwatch/Mini clock
       Pentel Icy 0.7mm Lead Pencil
       6 x 9 Multi-Subject Notebooks(x3)
       Athletetech Backpack
       RoseArt Chalkboard Chalk
       Art Gum Eraser
       Rock Candy Wired Xbox 360 Controller (blue)
       Onn Laser Mouse
       Koss Headphones 
       Black Ink Pen
(not pictured)
       Misc. Anatomy books
       Misc. Art books (fantasy emphasis)
       Genius Digital Drawing Tablet (G-Pen 4500)

     Game Maker Studio 1.2 Standard before it went free :)
     Unity 3d
     Gimp 2.8
     VLC Media Player
     Adventure Game Studio