Development Diaries

qrleon's picture

2018 LÖVE Platformer Project(s)

So I've been interested in making some platformers in LÖVE / Love2d for a while, but haven't produced much of anything so far, until this month. To get the ball rolling and reduce procrastination, I started writing more: jotting notes on paper, keeping a personal diary, and writing up public-facing devlogs with weekly goals. (Warning: unfocused ramblings about platformers). I found that writing about ZZT here helped a lot in the summer.

It is my intention to get something playable out the door between now and the end of the year. It would be a mistake to take on something larger than I can realistically pull off, so I've put my current ideas on the backburner, and I'm setting a goal to make something small but wholly realized in about two weeks. This would help me find issues in my current codebase, get familiar with packaging LÖVE games, and also give me something tangible for my efforts.

I wrote up an idea that has been in the back of my mind for a while, started a simple XM soundtrack, and outlined how gameplay would work yesterday. But I'm realizing today that I won't have the energy to pull it off in two weeks. So back into the cabinet that one goes. Started on another idea, but upon review, its workload requirements are also too high for this timeframe. Think smaller, damn it!

I need to take a few steps back. There are platformers with very little to them that are still very enjoyable. I'll post some more once I've got something that's scaled appropriately.

NedStormFish's picture

my first update on my "first" game


He can punch, and he can HURT. Excited to make more.

Avail the beneficial uses of safety gloves in industries!

The place of work can produce many hazards for your hands and fingers, whether from chemicals, cuts or chemical burns. No single glove can offer suitable protection for every work condition, so it is vital to assess the hazard for each assignment and choose the safety gloves that provide particular safety.When you produce ultra-sharp equipment like Micro plane does, injuries from rasping, slicing, and chopping are probable. Fingers and knuckles can end up in the technique. Thus, it is advised to use the high-quality work gloves bulk when working in the hazardous situations. The Buy Safety Gloves online are used for:
• Chemicals and Biohazards:
Whenever there are hazardous chemicals being handled there is the possibility of a chemical burn. Chemical and biohazardresistant work gloves bulk form an absolute obstacle around your hands.
• Cuts, Punctures, and Abrasion Hazards:
There are barely any industries where cuts, scratch hazards, and punctures are not a risk.From the oil field labour to cell phone tower riggers, workings to doctors,sheet metal and glass handlers in frequent other industries need consistent safety against these industry hazards. Thus, they need cut-resistant work gloves bulk.
• Impact Injuries:
Wavering a hammer on a site, affecting grave objects, or working in a mechanics garage are just a few conditions that put hands at risk of crash injuries. Thus, any kind of job where the hands might be crushed or hit by apparatus, equipment, or provisions requires consistent, impact-resistant safety gloves.
To know more about thework gloves home depot, visit the website

danyburton's picture

3d render of table made out of sticks

I am going to make a 3d render of a table that is made out of sticks. The sticks come from mangrove trees and the inside of the tree flesh is like a mushroom texture or like foam but then inside that there is a white core like a bloody bone. That is what the tables will be made from and you can then go to a restaurant made from this style. This will not serve any purpose to the game except maybe giving you some health (and there will also be a puzzle in the restaurant, but it will be distinct from eating at it). The purpose of this then I do not know, but it seems like a very good experience to include in my opinion. Some things in my opinion should not be gamified, because when a section has a purpose, it then feels like it has died after it's purpose has been exhausted so if you want something to be nice forever, you can not give it any purpose, or I guess you can give it a purpose that is not expendable.
I think that at this joint the ideal food would be a watery looking soup containing some bits of fish floating since that just seems like what they would eat at this joint. Also maybe you can eat a crab since there are some crabs at this island you can catch and there is a woman who I forget the name of who you must battle at a different point in the game who catches the crabs right outta the beach with some long skewer thingies.
Obviously also there has gotta be some great music in the restaurant too, and I think that I am going to need to perform the music live for the right kind of effect. Most of the league of piss music has been made in the tracker program renoise, but I have grown rather sick of trackers, I just haven't thought of a better way of making the music yet. Using trackers is pretty much the complete opposite of live performance and you can tell that when you listen to the music in the games as it tends to be rather stunted. The upside of using renoise though is that it has a lotta cool sounds and all that since it's built in wavetable synth is quite nice and etc.
I used to have one of those melodion things that my great uncle gave me. It would have been really good for this I reckon, but I have moved to a different country now and do not have it so I can't do that. I do have a keyboard / synthesizer which I could use and probably will use.
there will also be a ghost





Kate B's picture


Just remembered one thing I wanted to explore a lot when I came here and moved onto smaller more experimental works was multiplayer. I think local multiplayer is pretty underutilised in AAA games. It's still there obviously, but I think it's like... It should be used more, cause it can turn an average game into a very good game, and a short game into a game you play for days at a time. I know I've sunk days into things like Skullgirls, which I otherwise wouldn't if I was playing it by myself.

The other thing I am exploring is multimedia. Games that are like... The stuff you found on old promo CDs or educational CDs back in the old days, and they resembled websites rather than games. I'm not sure what genre I'd categorise them as.

I tried exploring the multimedia genre by looking into long-forgotten genres like "animated storybooks" "activity centres" and stuff like this. I think it's a genre that was always aimed at kids but I reckon you could do more with it. Like that third example is not a kid's game. Anyway I threw this idea for an animated storybook together where I wanted it so there was a room with a few things you could click on.

What I like about these games is it's not clear who the protagonist is or even what the plot is or who you are. Are you playing in the second person, ie A cursor following the protagonist on their adventures? Are you the protagonist controlling yourself with a cursor? Are you just someone reading a book? Are you controlling the reader AS A character? Are you playing in the first person? ARE YOU PLAYING IN THE FIFTH PERSON???

I've been thinking about music too and what I like about the medium of music is that it is THE medium if you want to deal with disparate concepts rather than characters. If you make a song, it doesn't need characters. Otherwise every song would be kind of a novelty song. And thinking about this with relation to video games makes me wonder: Are video games un-evolved as a medium to the point we could be making more games about CONCEPTS rather than characters, but we are still borrowing from film to the point we think they're required?

I feel like... Can you imagine what music would sound like if it only borrowed from literature and tried to tell a story, for example? Is that what we're doing with games right now?

Anyway, I'm thinking of various games that move away from the idea of characters, or even "the player" as a character who exists in a world, and thinking of more weirder structures where it's less clear- using the above examples as my starting point, and I have come up with something. It's something that'll probably be finished just before the year is out- and that's a good time to release it, as it'll be the denoument of the first part of these studies

I'm also not doing it yet- I'm working on a smaller game first, it's called LEGACY OF REALMS I: REALMS OF DARKFYRE and it's as silly as it sounds. It looks like this. I'm pleased with the flat shading it has. I'm also doing music for this game, it's got a bangin' metal soundtrack

Johny L.'s picture

I couldn't keep on my promises.

Even if somebody hasn't ever noticed my latest blog posts here in the nearly-dead Glorious Trainwrecks site, and with the Klik of the Month Klub not getting activity as it used to be, i'm once again speaking up about my plans for another Mr. Cat game.

If you're asking that Sergeant Duck game... No, Sergeant Duck isn't happening either. Everytime i try to bring up another Mr. Cat there's always the usual thing that drags me away from development, it's called procrastination, and it's a thing which i've never found its name until now which has been always going around for many years. Memes have been always spinning around my head, and a swarm of game and project ideas have prevented me to write the story of Sergeant Duck. As i said before, this game is a sort of "dark and edgy" spin-off of the Mr. Cat series which focuses on a never-seen before character, existing inside the Mr. Cat universe, and the game would go on a storytelling gameplay akin to Konami's "Policenauts". Considering i've never ever continued to work on my game's story anymore, i'll reveal certain aspects of the story...

The story starts with a sort of Vietnam War-ish backstory which a sort of army of cats known as the Vanskan Cats, also known as a rock band, is attacked by aggressive Shiba Inus, race of dogs who desire glory on the nation of Vanska. Following this, a nuclear warfare led by rebel forces bomb Vanska, and few days after its bombing, a person belonging to the Papadakis family, Dave, was recognized to have lead the assault and for murdering the president of Vanska. Thus led the animals to rebel against humans. As we switch to the perspective of Sergeant Duck, as a child, his family is killed and captured by security drones/robot. Only Sergeant Duck was able to escape the prison, but after finding his son dead from a prison camp, he tries to find fortune and through time, he would eventually find truth why animals have turned against humans.

Kind of really unforgiving story, eh? I would tell that all the Mr. Cat games so far had been made without the need of writing down a story, so the sequence had to be made by mind, considering how jokey the Mr. Cat games are.

May or may have more hypothetical plans for a Mr. Cat IV, one that would be made in RPG Maker, or just restart the game with Fusion 2.5.
But unfortunately, times have changed and i really no longer use Fusion 2.5 as my primary game dev tool, considering i've switched to GameMaker Studio and making games in there feels more "serious" to me.

Or maybe. Mr. Cat IV isn't truly happening.

danyburton's picture

Making 2 (two) new games RIGHT NOW

league of piss 2 is going to have some very nice shit because I have figured out about using GLSL shaders in godot which means now I can have some three dimensional planes coming along it's LIKE THEy ARE COMING OUT OF THE SCReenen!!!!!!!!!!!!
This game will be very long compared to league of piss 1, and it will have islands and also there will be no more of that car driving bit that everyone including me hates because NOW YOU ARE IN A BOAT HELL YEAH. this is much better because it is non linear beside a few bottle necks so therefore you can't get lost because you haven't got a destination also the boat bit is in glorious 4k ULTRA hd 3D graphics with GLSL Shader. yeah it will be my best game yet just as long as all goes well. I am currently in the process of building my meticulous design documents and notes required to craft this experience for my agape viewers.

the other game has jars and there are bugs trapped inside the jars kinda like amber and there are sheep too because the characters wear woolen clothes because it is cold and they live at the top of the trees but they have got sheeps up there. one of these characters might appear in league of piss 2 at one point as welll. also they wear a mask.

I made soup of chicken bone yesterday and it was good shit, I have now developed a special power

Kate B's picture

What next

I've been making some stuff that seems to be steadily increasing in scope (Caught Between Dimensions and Flamingo Quest both being stupidly large for the scope I want to work in) and it stresses me out so I'm kind of forcing myself to scale down, have fun, and relax, which is sorta why I signed up to this site in the first place.

Every time I finish one of these games, I usually decide which game to make next. I have a list of games at the back of my last 3 notebooks that are all small ideas I want to make at some point. I enter ones that interest me most in that moment into a tournament bracket and then see which one wins

Usually... The one that wins isn't the one I make next. And it's usually one I don't expect. I'm currently working on a microgame about attending terrible lectures. It's called "terrible lectures". But that might not even be the next one I finish.

Right now I'm just sort of riding whatever idea takes my fancy and if I lose interest in something and get interest in something else I'll work on that. It feels much healthier and ensures everything I work on is something I'm actually passionate about and the work I release will be the games I was most invested in

nilson's picture

So I put my dating sim online


I'm not sure who would want to read this or anything,
or even if I should be saying this at all
but here goes:

There's an irrational fear to share games online because what if no one plays your games or people don't care about your games and all you really ever wanted to do was to connect with people and engage in a deep sharing--

I made a dating sim where the player dates different versions of myself (there's a barista nilson, an art student nilson, and a "boy" nilson) for a semester project in the MFA (visual studies) program I'm in last winter. The game's ok, but what I truly love is watching people engage with the game in person. The game exists now on a Mac in the school's computer lab, and I'll invite people over to play it, or my friends will play it on their own, or (the best) strangers will try to use the computer and accidentally start playing (dating) a game that was left open from someone else (and then recognize me later in the hallway, lol).

A few weeks ago, at the stroke of midnight, my friend and mentor visited the school (there was a great moment where Mary says to him as she walks out the door "have fun dating nilson" to which he had no reference to at the time...). We sat down and he started playing/dating. A few minutes in, he stopped and said "what do you want to be?" I laughed because I laugh. "What do you want to be?" I dunno. He holds me accountable. "An artist, right?" Okay. "Is this online?" No. "Why not?" It's very silly to explain why the dating sim wasn't online for so long, but it can probably be summed up by the word fear.

When we presented our work that semester for the public, some people would play the dating sim, and then walk away from the installation, leaving the date in limbo, the stupid-looking nilson sprite frozen and abandoned (a boy stripped bare). This is part of the exercise of being vulnerable (and I would never ask anyone to pay attention to me for more than a few minutes). Being vulnerable is tricky.

I loaded the dating sim onto a week or so ago. I at first didn't know how to price it... Charging money for something immediately feels unnatural to me - this is ironic because I serve people 7 dollar drinks every day, but I'm afraid to ask someone for a buck to play this game. A game that I worked on for months, and poured my body and my spirit into... surely this is worth a buck, right? But even a buck limits access (and who is really even paying attention anyway?). One of my best friends bought the game for $4.20 (thank you), and I think maybe 2/12 free keys I gave out were redeemed. It's not about making money, but one of the things we talk a lot about in school is "artist legitimacy." Ugh.

I've been antsy af ever since. I asked everyone about prices. "Make it free or charge ten bucks." I ended up putting a meticulously phrased sentence on the game's page saying if anyone wants a free key, send me a joke or something, a feeble attempt to connect tossed out into the void. I even made a post on itch's new game forums, lol. There's no right answer, there's no good answer.

If I want to "be an artist" so bad, I need to learn to share. The first share is the most difficult. I made myself as vulnerable as I could, but my project lacks networking, marketing. How do people connect with a community, and grow that community?

The best way to play Untitled Dating Sim (first three dates) is in bed with your friends, preferably with the game projected (light) on a wall. The game's funny, yeah, but it exists as an intense act of sharing (something I had to get over). It forces people who play it to get vulnerable as well. People who play the game see what they want to see in it - my one professor who thinks I'm some post-modernist derrida huffing warhol troll sees the game as a joke on the player... others see something more gentle, almost romantic. Certainly human.

Should it even be online? And what do I do with it now? A part of me says I need to move on. "It's just a project, and it's done. It's complete." It'll always exist now, on my website, on that Mac (hopefully), on itch, in the few people's memories who played it. I guess this is the point where (as an "Artist") I need to start applying to "shows." I need to start networking. All successful artists say "I applied 100 times and got accepted once." What galleries want this dating sim?

I recently saw a dating sim at squeaky wheel, so "it's out there." "Being an artist" seems like a heartbreaking job, until at least you're satisfied with your level of network. I don't think about networking when I'm making. I want to make games that kids on the internet like, mysterious software that transmits energy to them. I want to send CDs of games, mail art, to like-minded communities. I don't want people coming up to me and asking me "how do I win?" (unless I'm making JRPGs, then please PLEASE ask me about strats etc)... I dunno... I don't really have anything to be bummed out about, lol.

I just bought Anna Anthropy's rise of the videogame zinesters on amazon, so that'll probably re-energize me~

Syndicate content