Status Updates posted by Yotes
BGP DevLog #174 (Where's The Game?)
Getting REAL tired of this game not being close to finished. I admit to dying inside just a bit each passing week as I fall behind on the schedule I laid out just because the very first bullet point is the hardest pill to force down.
Maybe I'm crazy and doing this wrong. Time to take a different route to the end. As for what exactly what that route is? You'll need to read the ending thoughts to this week's devlog to find out.
BGP DevLog #173 (Let's Go Ponatina!)
Not much was done in terms of progress this week since I took about 5 days off to basically see all my friends one last time at the local convention MegaCon before swearing to lock myself away until BGP's completion.
In place of that there is tons of Pokemon news. A fan game was released and a bunch of new spinoffs were announced so there's lots of interesting things to reflect on and talk about on this week's blog.
Read up on it here!
BGP DevLog #172 (Map Mastery)
The Map System I've been subconsciously dreading has finally been implemented and the rest of the menus are coming together bit-by-bit as I program all the pieces separately and connect them together (instead of cramming everything I could into one giant, unreadable script like before). The results?
See the latest gamedev update to find out.
BGP DevLog #171 (Cleaning Up n' Keeping Up)
Feels like every day now I'm discovering some new and better way of doing things. The project is crawling towards a point where all systems exist and are easy to tweak. So good news is I can both feel and see myself becoming a better game developer. Bad news: I'm already a week behind schedule. Again. That won't fly. Time to crunch up and catch up.
For this week in gamedev featuring my thoughts on a rather impressive Pokemon fan game coming out soon, check out the Main Yotes Blog
Here to talk about my remaining schedule and new coding practices in this week's game update!
BGP DevLog #170 (Re-Coding): http://www.yotesgames.com/2018/05/battle-gem-ponies-devlog-170-re-coding.html
BGP DevLog #169 (May 2018...)
Can't believe I'm still working on recreating these dang #BattleGemPonies menus! I feel horrible for taking so much longer than I keep promising out loud, but I can feel in my bones that delaying is the right thing to do...
See #GameDev Log #169: www.yotesgames.com
Battle Gem Ponies DevLog #168 (HUD Crafting)Ignore the garbled text. That is a bug for another day.
Been taking my time making these menus and such, and glad to see that stage of development is finally coming to an end. Chewed hard to figure out some bugs and the most efficient way to make things flow, but I think I've got it now and just need to rinse and repeat to get the rest of the menus done.
See my latest (mis)adventures in game development on the Yotes Games Blog.
Showcasing the game to new folks, meeting other developers, learning from their experiences, making friends, gathering bronies around town, and dancing my legs off.
That's the TL;DR of my Orlando Overdrive experience this past weekend. Check out this week's blog update for more:
BGP DevLog #165 (Game Engine Bone Structure)
A lot of time has been spent remaking the components needed to make the game run smoother and look nicer. Way more time than I originally intended, but I feel too deep into the mess to turn back now. The results are showing, but it seriously delayed the game's progress and the makeover still isn't complete.
I'm hoping that with these menus out of the way and all the fancy scripting stuff simplified into usable tools, the post-alpha development will come easy. Much like a house, the game's gotta have good bones. A foundation to build an entire series of games on top of, actually. Each one more polished than the last.
Read more on the blog.
BGP DevLog #164 (Still with the Menus? Come ON!!)
Another week in and the game's revamped menu systems still aren't done! Feels like I'm running in place sometimes, but week after week new things are being added and I'm feeling more and more capable as a developer. I just want the alpha build done already!
Take a look at what I managed to do this past week. (The Yotes Games Blog)
BGP DevLog #163 (Interfaces In Your Faces)
Menus, menus, menus... Looking fresh though. Still going through the process of making sure all the interfaces work and feel better than ever before. Cleaner sprites, dynamic sizing and positioning for every possible device, and helpful new tools like scrollviews and shaders to add some extra polish. Plus, it all runs 40 times smoother now since it gets compressed to one draw call at runtime, meaning no more horrendous lag just from opening a menu!
Read More: yotesgames.com
BGP DevLog #162 (Getting It Together)Finally coming to grips with the new tools and having something to show for it! There's been a real headache and a half over this, but hopefully it pays off with a bunch of dropped jaws and people saying "Oh, that's cool." when they first open the game..
I need to settle into a groove! Time to crank out some content!
Battle Gem Ponies DevLog #159 (Prep-Work)
Still setting up the new BGP workflow. Gotta convert the spritesheets to super-efficient packed-textures, recreate all the prefabs using the new Unity systems, and start painting all the tilemaps that will make up the region of Pinto...
Exciting things are coming, and if you're curious about the steps towards this glory, then check out this week's devlog!
Battle Gem Ponies DevLog #156 (End of January...)
Tiles, tiles, tiles galore! Wanna see some tiles? I'll show you some tiles anyway. Because that's what I spent most of this week staring at, touching up, reorganizing, and reconstructing. Right now this is the step I'm tackling to make sure I have all the pieces I need to build the BGP world that currently exists on 100 sheets of graph paper. The gamedev grind never seems to end, but my confidence in the project increases by the day!
Here is where we stand with Battle Gem Ponies at the end of the first month of 2018!
The pieces are all lined up. Just a week or two of coding and another week of polish, and I'll be set to start shaping the world of Battle Gem Ponies! A playable version of the story mode at long last! I'm super eager to share all the recent progress (and there was a lot) on this week's devlog, so check it out!
Battle Gem Ponies DevLog #149 (Stuck on Alicorns)(Art by Jowybean)An example of epic looking MLP alicorns in action.
Progress has been stalled this week as the final few pony designs are being turned into pixel art. The sprites just didn't seem to fit the idea of "The Epic Legendary Alicorns" in a way that made me picture players saying "I want that one!" so I keep drafting new ways to make these ponies look a little cooler than the other ones.
For the love of me I just can't figure it out. Spent way too much time staring at the sprites and starting over. Not to mention their alternate forms related to their special capture mechanics. Those have to look feeble in comparison, yet still cool and capable of combat.
This is tricky, and it may take another couple days to get everything all cleaned up, but I want the placeholders and base sprites done in time to start programming after devlog #150. But for the time being, get DevLog #149 below...
Read the rest here: yotesgames.com
Battle Gem Ponies DevLog #148 (Paper Maps)
Been taking on the task of translating rough map sketches into detailed exact maps on graph paper. It's a matter of putting every detail from the design document down and marking out exactly how many steps it takes to get anywhere, roughly how many screens a zone will be, where items will be hidden, which buildings and NPCs I'll have to draw, and all the minor visual details.
All this fuss so I only have to lay down tiles in the editor like I'm following a blueprint. And these definitely help make the game feel more real. Actually seeing the game world has me super pumped to make it happen in full colorful pixelated glory!
It's a tedious process though and will probably take another day or two, especially when I double check to make sure the cutscenes can play out how I want them to. Also, still working on the last few Ultra form sprites to show off next week.
Read More: Battle Gem Ponies Blog
Battle Gem Ponies DevLog #146 (Impressionable Ponies)Some of the bigger battle sprites.(the Ultra forms are a lot less pony-like)
The Ponatina post last week made a lot of impressions and it's refreshing to see so many pony fans excited for this game. It's lit a fire under the Yotes Games balloon and now we're soaring straight to our destination!
Every pony has a second draft design and is now in the final nebulous zone of "what color combination looks best" or "maybe this should be the Ultra form and the base form should be toned down a little". It annoys me as a developer because it's taking so long, but this is arguably the most important part.
These ponies are what players will attach themselves to. If they look awesome enough, and have enough personality, it'll spawn fan art, discussion, attention, and thus sales. All very important if I want Yotes Games to be a viable career choice.
Get the rest of this week in gamedev on the Yotes Blog.
DevLog #145 (A Full & Colorful Roster)Ponatina's Elemental Forms
Here it is! This game's Eevee equivalent and starter pony Ponatina and all 18 of her various specialized forms. Which is your favorite? Which looks the worst? I'd love to read your thoughts on them in the comments.
Get the rest of this week in gamedev on the main blog!
DevLog #139 (Make It Well Thought Out)
Most of the week has been all about planning every small detail to come in the full game. Where each item is placed and why. A believable reason for every character's decision, interaction, and motive. Logical consistency throughout the game world. Something interesting to do in every room, an emotional roller coaster, a varied color palette, and a sense of discovery and fun that'll keep players invested even beyond the credits.
Read More: http://www.yotesgames.com/2017/09/battle-gem-ponies-devlog-139-make-it.html
Battle Gem Ponies DevLog #137 (Sprite Week)
Once again, drawing these sprites takes forever. But the first frame is always the hardest because I want it to look just right before I take apart all its pieces and animate them. These battle sprites are what the players will be staring at for the longest time and it's through these battle animations and flavor texts that I get folks to fall in love with my characters.
I have to get this right. I have to convey personality out of each of these ponies. I want players to say "Wow!" or "Ooo..." or "Aww!" or "Holy CRAP!!" when they see these things for the first time.
Blog Here: yotesgames.com
Battle Gem Ponies DevLog #135 (BronyCon Vacation)Reunited with my very own BronyCon fam!
I spent just about all of August recharging my creative batteries, experiencing new places, meeting new folks, bonding with long-time friends, learning more about myself, and evaluating my life goals. Also, I played Sonic Mania and it's got me hella juiced up to become a developer making things people could go nuts about.
In short, the BronyCon panel went well, I've already got plans for how I'm going to celebrate it being complete next year, I'm brainstorming convention booth setups, and I'm more eager than ever to somehow get the project done in time for Christmas!
More on all that in the development blog: Yotes Games Blog
Battle Gem Ponies DevLog #133 (About That New Battle System)
Still hard at work getting a stable, polished BronyCon build ready. I wanna put on a good show, and that's gonna require a couple more late nights of work and a lot of afternoons spent testing. But it'll all be worth it if we can get that crowd to cheer...
Take a look at this week in gamedev below!
Official Yotes Blog