Yotes

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Status Updates posted by Yotes

  1. BGP DevLog #162 (Getting It Together)

     

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         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!

  2. BGP DevLog #163 (Interfaces In Your Faces)

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         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

  3. BGP DevLog #164 (Still with the Menus? Come ON!!)

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         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

  4. BGP DevLog #165 (Game Engine Bone Structure)

     
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         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.

  5. 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: 

     http://www.yotesgames.com/2018/04/battle-gem-ponies-devlog-167-orlando.html

  6. Battle Gem Ponies DevLog #168 (HUD Crafting)

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    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.

  7. BGP DevLog #169 (May 2018...)
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    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

  8. 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

  9. BGP DevLog #171 (Cleaning Up n' Keeping Up)

     

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         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

  10. BGP DevLog #172 (Map Mastery)
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         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.

  11. BGP DevLog #173 (Let's Go Ponatina!)

     

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    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!

  12. BGP DevLog #174 (Where's The Game?)

     

     

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         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. 

  13. BGP DevLog #175 (E3 2018)

     

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         After such an amazing E3, I feel reinvigorated. Gotta admit to feeling pretty jaded/apathetic about AAA gaming lately, but leave it to the Sony & Nintendo press conferences to remind me of why I love gaming in the first place. The hype I felt over the past couple days is the same feeling I want people to have for the things I'm working on someday. Unprecedented levels of polish, earnest interviews and announcements by hardworking developers, shocking surprises, gameplay to analyze, and jaw-dropping tournament moments... 

         And at the heart of it all? Hours of fun promised by teams I know can deliver. I'm hype ya'll. Now I want to work hard to make sure starting next E3, I'll be there to show off something in person every year.

    See more thoughts on this at yotesgames.com

  14. BGP DevLog #178 (Refocus on the Hook)
     
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         Starting to build out all the actual tile maps to be used in the beginning segment of the game, up to the first badge and a little beyond, just to get players hooked and hungry for more.

         Now, while the completed Alpha won't be a thing until the entire game is playable start to finish, I do believe I can get the first part of the game out within the month of July. While everyone is enjoying the new story, learning the mechanics, interacting with the world, and getting that first badge, I'll be working on getting the demo in as many Let's Player's hands as possible by day and implementing the rest of the design notes by night.

         Time to put everything I've got into a super-polished build that'll make people go nuts when they try it. Time to make sure every 30 seconds of the game gives players a Ben & Jerry's sized chunk of fun to chew on. Time to get Battle Gem Ponies on the map!

    Read More: yotesgames.com

  15. BGP DevLog #179 (Summer Stalling)

     

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         Pretty slow work week if I'm being honest. Life got in the way and the game's delayed yet another week. You know, going in you always assume you can handle the workload but only expect it to be a certain amount of time. Then you get so far into it you can't justify changing course because the end just has to be near by now...

         I really wonder exactly how long it'll take for this game to be completed and how long the people supporting me or waiting for me to finish will tolerate this crazy passion project of mine. You can imagine how many times I hear "get a real job" on a regular basis.

         Feeling all kinds of negative things right now, but I need to carry on anyway. This game needs to be made, and I need to do it. If I can just make this super polished Alpha go even just a little viral, I'll finally know if it's all worth it. 25 thousand players is all I'm asking the cosmos for.

    More of this week in gamedev here.

  16. Brainstorming New Patreon Plans, Rewards, n' Goals
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    I'm brainstorming some new plans for making the Yotes Games Patreon a much bigger deal. My general idea is that I need to put more effort into my YouTube channel due to the level of engagement that gets out of people.

    But I'd like to hear some feedback from you! It'd be super great to hear someone else's take on where I should take this crazy train next. Or hear exactly why you personally wouldn't donate to my Patreon but would to another. What rewards would you like to see? Should the project be more polished? I wanna know how to get strangers completely HYPED about this game!
     

    Trying to emulate the success of ALBDifferent, Exiled, & YandereDev here, and a solid YouTube effort is the key ingredient I'm neglecting. Even just read an article today about how Fighting is Magic might not've exploded if that demonstration trailer didn't get shared left and right earning 900,000 views. Nerds like me read development blogs, but everybody watches videos. I outta make some videos.

    Check out the huge list of ideas about how I'ma to do just that on the official development blog!

  17. BGP DevLog #184 (A Mad Scramble)
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         It's been one hectic week. Job searches, contract work researching, phone interviews, resume remakes, documents galore, and listing a whole lot of things that'll cost a whole lot of money over the next year. Current mission status? I'm looking for a publisher to finance the upcoming breakout hit of Yotes Games, LLC. That's right, Yotes Games just became a real-deal company! 

         It's as official as it gets. And it'll make contracts and legal protection a lot less risky for me and a lot more straightforward for anyone I strike a deal with. I made a list of compatible publisher options and I'm pitching the game to them one-by-one. Someone says no, too bad, next in line. I figure out of the 20 of em I narrowed the list down to, one will agree I'm a perfect fit and give Battle Gem Ponies the budget needed to carry on to Launch Day!

    Get yourself a whole buncha hoopla and gamedev news now!

  18. DevLog #192 (Missed the Train, So Up the Standard)
     
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         Tiny bits of progress get done week-by-week and right now I'm one step closer to getting those YouTube videos ready to fill in the gaps. With scripts written, it's a matter of recording all of them and splicing a few videos together.nI can hope it takes a weekend, but I'll just take this one day at a time. You know how I am with deadlines.

    Get this week's GameDev news and introspection on yotesgames.com
  19.  
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    Happy Halloween, Folks!
     
         Only thing scarier than the monsters out tonight is the possibility of Battle Gem Ponies getting delayed again. Amirite? Harharrr!
     
    But really.
     
         You know how everybody hates the sound of their own voice in recordings? I've been tackling that uncomfortableness all week. The scripts may be written, but I swear saying all this stuff out loud is more difficult than I anticipated. So used to monologues with the voice in my head for decades, my poor mouth muscles can't keep up. 

         Tons of shoots and reshoots, capturing this narration while I adjust to pronouncing things clearly, using an audible voice, and not making any weird mouth noises. Ooohhh, it's a process alright. But at least they're coming along. Might be a week delay between each one until I get into the swing of things, but my YouTube channel is gonna be a lively place pretty soon. Keep an eye out.

    It's been a while, so here's some gamedev goodness: yotesgames.com/blog!
  20. Believe it or not, I'm still chipping away at this thing! 4 years deep into making my Dream #PonyRPG and there's no stoppin' me now!

     

    Everypony can keep up with progress on the main website: https://www.yotesgames.com/

     

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  21. BGP (January DevLog): Battle System Framework

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    Rapid progress continues. We've got menus up and running better than ever, some really polished placeholders, fleshed out design notes, charts and graphs for pony stats, hundreds of character animation files, and most of the math behind the revamped battle system!
     
    You'll need to get more info on the Yotes Games website this time, cuz this one's gonna be a doozy!
     
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  22. Babscon 2020 is Cancelled, but the Show MUST Go On!

     

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    Unfortunately, the Babscon Arcade Showcase won't be happening this year. But we're going to make the most of this and take some extra time to get an even more polished Battle Gem Ponies combat demo out to everyone over the convention season!

    Hope you can look forward to it with us!

     

    - Yotes Games Dev Team

  23. Battle Gem Ponies (May DevLog): The Starting Point

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     With the first release of a playable build (still Patreon Exclusive until a June update) comes the bold new start of BGP. Playable updates as we make them, growing this game up from sprout to giant tree. Documenting everything along the way.

     

    Take a gander below the break to see the development shenanigans we've gotten up to over the past month here at Yotes Games.

  24. BGP (November DevLog):

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    You're looking at an all-new Yotes Games as of this month. A full-time indie team speeding ahead towards one milestone after the other!
     
    Progress is super speedy compared to how it was before and every day we cross off multiple things on our big To-Do Lists.
     
    Get a peek at what we've been cooking up for our new menus, pony sprites, and crazy crowdfunding plans for 2021 on the official Yotes Games Blog!
  25. Battle Gem Ponies Christmas Demo! (Available Now!!)

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    Merry Christmas, everypony! We've been cooking up a treat for everyone supporting this game throughout this rough spot of a year.
     

    The time has come! Download the Battle Gem Ponies Christmas Demo on Itch.io using your Patreon login to get a download key for Windows, Mac, and Android!  The download page will only appear if you use the link above to get your key.

     

    Now before you dive in, let's reel back expectations once more. This is a super buggy work in progress that we're still polishing up for February

    Many features are still unfinished so you're likely to run into rough looking animation, strange audio issues, moves that don't work as expected, buttons that were supposed to be hidden, and crazy-looking placeholder text.

     

    We aim to release an update to this Patreon build on a bi-weekly basis next year, and begin releasing a public demo updated with new content every month starting February 2021.

     

    The Patreon exclusive demos will include prototype mechanics (sometimes with debug controls) and half-implemented ideas being worked on for upcoming public releases way down the line. So consider this an early-access pass to the same game build the devs are using for testing.

     

    Main additions this time around are the Pony Customization & Battle Setup Menus!

     

    The complete version of this game is coming (eventually) to the App Store, Google Play, Amazon Apps, Itch.io, and other PC platforms. In May we'll be launching a crowdfunding campaign to raise enough money to ensure we finish development in a timely manner (by hiring a lot more help). We truly have our hearts set on finally being finished by the end of the coming year.

     

    We thank you for understanding that this is a sneak peek at the tangled web we're currently attempting to turn into a quilted masterpiece. Now, as a Christmas gift straight from our hearts to yours, enjoy the newest playable build of Battle Gem Ponies!

     

    - Tony Yotes, on behalf of the Yotes Games Team