Status Updates posted by Yotes
Battle Gem Ponies DevLog #96 (Don't Let It Keep You Down)New birthday fan art by FadedSketch I'm currently in love with.BGP's first pixelated fan work!
With spooky season behind us, it's time to move onto the Great Greenlight Crunch. I put myself about a month behind schedule doing all this Orlando networking stuff and I need BGP's Greenlight to be a success if I truly what life to get any better. So it's time to buckle down, and whittle away at that to-do list of mine.
Get the rest here: www.yotesgames.com/2016/11/battle-gem-ponies-devlog-96-dont-let-it.html
Yotes Games, Hopes, and Dreams (Birthday 2016)
This is actually the last time for another 7 years that my birthday falls on a Friday so I should try to make the most of it with what I've got. Unfortunately, one of the things I don't have ready is a new BGP demo... Distractions got the best of me.
By this time next year I'll be at Beach City Con with some of my very best friends relaxing on the beach at the peak of BGP's launch popularity. (Well actually, it'd be one week after that and I'll be mid post-con depression.)
If the launch is as successful as I wish it can be, I'll be house hunting and getting ready to establish a new base of operations for Yotes Games! Thoughts of my next birthday are really keeping me alive. Finishing BGP and getting it in front of every brony on Earth is my final challenge. The one last insanely difficult thing to do before I can take a well deserved break and plan out where I'd like my indie career to go.
Should I fail, things may take a serious turn. Either selling my soul and busting my back just as hard to make someone else rich, or risking it all on a Kickstarter push for BGP2 to fix whatever kept it from selling well. All I have to do is sell 25,000 copies to justify this career choice. But I know this game has more potential than that. Pokemon Uranium just proved that there's an audience for this stuff. Indie passion projects from real Pokemon fans that gets the little things right.
Today I turn 23, and I promised myself that I'd become the Tony Yotes I envisioned by age 24. The same age Toby Fox and John Boyega hit their prime accomplishments. In one year's time I'll have a notable game to my name. Hopefully one that brings excitement and smiles to tens of thousands of people across the globe.
Also, good luck, mate.
Battle Gem Ponies DevLog #95 (Birthday Week)
A new fire is lit under my butt as I realize the value of getting another demo out before Pokemon Sun & Moon launch. Let's Players will be eager for new Pokemon gameplay but have nothing to do in the couple weeks leading up to the 18th. Gotta put BGP in the hands of some bronies before then and maybe try to reach a few of the small-fry Pokemon channels to sort of get my foot in the door.
Check out this week's progress below.
Battle Gem Ponies DevLog #94 (One Week. Can I Even?)
It's been a lackluster week as far as progress goes, but Yotes Games marches on... Hoping to make a lot more progress this week. Gonna get some extra sleep and crack down on gamedev starting tomorrow!
Delaying Demo 6 (THIS KEEPS HAPPENING)
Some quick news on how BGP is going. In short, it's not. This week has been full of setbacks and a string of bad luck going on outside of gamedev that's really been demotivating and distracting me. After some mental recoup, I'm ready to get back at it and get this game to Greenlight.
One thing has to be scrapped though, and that's the hope of finishing Build 6 in time for Halloween. I'll be lucky to have it out the following weekend in November at this rate. I gotta step up my productivity soon though, because the one date I can't afford to miss is the January Greenlight launch. Preferably Monday, January 2nd. The perfect time to send my game out to press sites. Even more likely to get picked up now that quality Pokemon fan games are all the rage.
In other scrapping news, Vinerva's Ultra form animations are not at all complete like I thought they were. I was mistaken and probably remembering my days working on this version of BGPwhere all the animations existed in my head. Drawing all the necessary sprites for that would delay the next demo even further, so they're being pushed off into Build 7.
In order to keep things on time, I'll have to limit finished & functional Ultra forms to only Vinerva until after the Greenlight Demo. Then I can take as much time as needed animating the rest of them.
Battle Gem Ponies DevLog #93 (Keep On It)
It's mid-October now. Lots of distractions and waves of depression this week. But also some moments of fun. To fight for more of the fun stuff, I need to keep going and make this game incredible! Battle Gem Ponies! Let's Go!
Challenges Ahead for Demo 6
Sorry I haven't been posting on Fridays for so long. Some of you may remember me saying I'd lay of these weekend posts when there's nothing to talk about, but the rest of you probably feel left in the dark. Thing is, BGP is currently at that boring stage of development where most of the weekly accomplishments are getting basic features to work, fixing bugs, improving organization, rewriting ideas, and trying to figure out how to toss numbers around to program new features at all.
I thought I'd take a minute tis week to talk about some of the upcoming obstacles I need to navigate in order to get BGP V6.0 out in time for Halloween weekend. Check out the full breakdown on the Battle Gem Ponies Blog.
Battle Gem Ponies DevLog #92 (Wrapping My Head Around This)
Another week passed without much being crossed off the list. Making every menu screen work properly is turning out to be a week-long affair rather than the couple days I had in mind. It's like making a little game in itself with its own little systems. I'll remember that when planning for the future. That multiplayer setup menu is going to be a pain.
Check out this week in gamedev on the Yotes Games Blog.
Battle Gem Ponies DevLog #91 (Pushing Past Setbacks)
This week was spent making menus. Multiple times in fact since Unity kept crashing after an update and I had to start over on these things at least 5 times.
What you're seeing in the picture above is the in-engine concept I have for the move learning screen. The white one at the top will always be the move currently assigned to the specified slot and the grey ones below it are a list you can scroll through to look for a new move to use.
If you want to see more, just look on down below!
Battle Gem Ponies DevLog #88 (Drawn Plans)
Drawing out each map in detail was taking too long and I want a demo out before the end of October, so I took a temporary shortcut and drew rough outlines of what I wanted in each level (outdoors only) just to have a basic idea of what I want for later. I'll do the maps in detail after I release build 7. I'll only need up to the Peridot Woods for build 8 anyway since that's what I'll be using for the Greenlight demo launch.
Get more development news on the Battle Gem Ponies Website!
BGP Inspiration (Concept Art Gallery)
I'm still not done drawing maps just yet so I thought I'd share some concept pictures pulled from Google Images that I'm using as inspiration for the upcoming zones. These are the same images the BGP musicians will have as mental placeholders as actual in-game screenshots are under construction.
Check out the gallery over here: http://www.yotesgames.com/2016/09/bgp-inspiration-concept-art-gallery.html
Battle Gem Ponies DevLog #87 (Contacts & Beginning 6.0)
Another milestone down. New fans acquired. New bugs found. Long ways to go. The journey to make Battle Gem Ponies a thing continues. It's time to start drawing out each map and writing elements of the story. Been studying game design and writing all week to see what makes a good RPG feel great.
Get more details on the main blog!
Taking steps towards greatness. That's what it's all about. Feeling overwhelmed with just how huge this game is. Seeing smaller ideas being implemented makes me very envious. It's the "why can't I just poof this into existence" problem. If I could at least not have to deal with the debugging problems this would be insanely easy and fun.
Download: Battle Gem Ponies Demo 5 (BronyCon Build)
The BronyCon build of BGP is now available for Android, PC, and Mac platforms! The panel attendees will get to see a live demonstration, but those of you at home get to enjoy some pony gaming fun today too!
This game should be gamepad friendly (and if not, tell me in the Bug Report forums). Next update will feature tons of little touches and activities to do in the overworld as well as a bunch of new ponies to battle with and capture. Thanks for keeping up with the game's development and enjoy playing BGP Demo 5.0!
Battle Gem Ponies DevLog #81 (BronyCon Aftermath)
Long silence, huh? Took a while for my determination to kick back in after post-con depression dragged me under like a hungry Kraken. The first draft of this post being deleted just as I hit the publish button yesterday didn't help motivate me either.
I'm ready to talk about BronyCon now and get back to BGP after a solid week of no gamedev! Get some belated BronyCon details below!
This is it. I fly away tomorrow, reunite with friends the next afternoon, and face the crowd the day after. After working my fingers to the bone (well, more like my legs and wrists from this intense sitting position) people will finally get to see my labor of love. Emphasis on labor because this is mentally exhausting.
The trailer is done and I'll be rounding up bugs to the very last day. I'll probably even work on the plane. Whatever it takes to ensure this game is impressive on Friday.
Battle Gem Ponies DevLog #79 (BronyCon Prep)
It's been a busy week. The game looks and feels really different now.
Has it really only been 7 days?
One week until judgement day. In the sense that people will be judging the game and it's popularity for the rest of the year is on the line here. 7 days left to compile a build that can impress a crowd. Can I get this done without anymore bugs? Finger, toes, and other appendages crossed. I'm staying up 'til 4am every night pretty consistently now because I just get so focused in those quiet hours. Whatever it takes to finish this demo for BronyCon...
I'm feeling that game jam pressure. It's crunch time.
The Great Code Cleanup
Got real sick of how annoying debugging can be and decided to clean up my code. I organized everything so that I finally know what each line does. With a system like this I can hunt for things to modify much more quickly instead of playing Where's Waldo every time I look for a variable.
It took a week longer than I thought it would, but it's worth it. The lost time can pay for itself in how quickly things can be implemented now that code controls have been rearranged in uniform patterns, the comments are standardized, I'm being much more generous with spacing, and the code is laid out in a way that guides the eye to where I need to focus to solve a specific problem or squeeze in new features.
Get the full story of my programming enlightenment on The Yotes Games Blog.
Good luck making your game! Im sure it will be really cool.
Battle Gem Ponies DevLog #74 (BronyCon on the Horizon)
I know I announced it a month ago, but I'm still so hyped that BGP is confirmed for BronyCon and FillyCon! That certainty should light a nice hot fire under my butt to get things done in two month's time. In addition to that, the big Demo 5 release should be done this month. With no college slowing me down I have entire days to work with now.
So, so, SO much work is getting done this week it's incredible. It feels like everything I do for the game matters more than it ever has. I don't have to worry about dropping ideas or holding off on designing something to focus on upcoming schoolwork. I can just hammer out ideas and concentrate on coding features uninterrupted! For an example of what can get done in just one week of summer, look on this week's official blog.
New Battle Gem Ponies Demo!! -- [Pre-Alpha V4.5] --
Kept you waiting, huh? Well I fixed some bugs, cleaned up some graphics, and added gamepad support so PC players can have a better time. Next update's the big one and needs to be done before BronyCon. Hope you check it out next month. For now, enjoy BGP Demo 4.5!
Tony Yotes - College Graduate
As of this moment I am officially a college graduate! I got the paper, did the walk and everything! No more classes, no more graded assignments, no more classes, no more boring lectures, and best of all, all the time in the world to work on building up Yotes Games!
I've reached the point where school can be addressed in past tense. I can finally proudly proclaim that I have graduated in 2016 with a degree in Gaming & Simulation at the Pennsylvania College of Technology! This is the transition point where I become a legit adult with incredible freedom and backbreaking responsibility. I'll be tackling these life challenges similar to how I've always done before. With determination, critical thinking, and a reliable moral compass.
Once Battle Gem Ponies is out, I can take that next big step toward the happy life I imagined since high school... Saving up for a place of my own.
As I wait for my graduation ceremony, the move to Florida, and the piece of paper proving I survived the whole school thing, I wanted to get a solid week of work done. That did not happen. Instead, I spent about 2 weeks trying to fix my crashed Macbook that started failing after running out of power while in sleep mode. Get more details on my spiral into madness on the Yotes Games Blog.
Battle Gem Ponies DevLog #71 (Final Finals Week, Finally)
Just one more week of hell exams and I'm out of here! A free man at last, ready to take on the world and prove a lot of people wrong. Crazy forces are at work, keeping me away from Unity and working on the game at all. Things like car tags, crashing laptops, and exam cramming won't be enough to stop me completely though.
Get the rest here.
Battle Gem Ponies: Pre-Alpha 4.5 [Delayed because BUGS]
Version 4.5 was supposed to be up today...
This one's a minor update with some bug fixes, new sprites, new text box system, and full gamepad/keyboard support. It's a sort of halfway point between the last version and the big jump to version 5 (where the game starts looking real). Too bad the gamepad control functionality is acting up. Now whenever a menu pops up, the game gets confused as to what the button presses do and locks you into a certain screen, making the game unplayable.
As always, when the game is ready it'll be up on Itch.io. I'm betting the bugs can be squashed by the time final exams are over and I can concentrate on it. I'm kinda drowning in last minute projects and cram sessions, so programming this game an hour at a time isn't getting me very far.
Look forward to the 4.5 update in early May.