28 November 2021

Piecemeal Jack - post 4 - wrap up

 I'm calling it quits on Piecemeal Jack for now. This is as far as I got:


I built everything I had planned, to some extent, and the result appears to be a game you could finish in less than 30 minutes. Granted, I haven't implemented the bosses, and damage isn't doing much, but I don't think adding either of these things will help extend the game beyond 30 minutes.


2 strategies come to mind for ensuring player's don't finish the game in 1 sitting: Slice up what I have and extend it out by adding 2 more levels, or ensure the game is so difficult that few players would be able to complete the game the first time they play.


I don't really like either approach at the moment, so yesterday I decided to put Piecemeal Jack aside. I don't see the point in paying for the production of art assets for what I have. I intend to return to this project some day in the future, but next month I plan to focus on things that would help me get a new job instead.


Piecemeal Jack has very much been a learning experience on when I should start talking about a project. I get so exited and, as with the registering of a domain, the paying for a website, and everything that happened with my past game projects, I think I rushed into showing off the idea. I don't think any of these things was strictly harmful to myself, but I believe it's hurt my ability to find and retain an audience for blogs, future games, etc. Honestly, I don't believe anything I've done to date is particularly interesting, and I've started asking myself why that is.

 

The next time I start on a game, I'm planning to stay silent on the whole thing until I've reached the point of adding art assets.

21 November 2021

Piecemeal Jack - post 3 - Slowing way down

This past week was alot slower production-wise then expected. I returned to my day job, went through a few days of required overtime thanks to mismanagement or poor communication (can't ever tell which) between departments, and I used some of my free time to explore the Java programming language instead of working on Piecemeal Jack. That's a side effect of hating your day job: Sometimes, you just feel compelled to look into avenues that might lead to a better one.

 

As you might imagine, I was pretty tired in the moments when I did have time for Piecemeal Jack. So, instead of focusing on coding, I turned my attention to UI and game design. 


One of my favorite things about Godot is how easy it generally is to set up menus, with the catch being you have to know where a thing lives before you can do anything with it. Take the WorldEnvironment node underlined in the screenshot above, for example. Turns out, that's where brightness, contrast, and saturation settings live. Further, if you even want to use the settings this node provides in the 2D game, you have to switch Mode to Canvas under Background:

I can't say I'm much of a fan of this approach, but it seems to be working so that's good enough.


At this point I'm very worried about time. I've got a list of about 13 things left to implement code for or just start on, and I'm worried Thanksgiving won't be enough of a break for them all. My primary solution for this was to cut back hard on what I want this game to be, even if it hurts the end product. I've already cut one of the bosses, and I'm no longer planning to implement saving or randomness. I'm also thinking about giving myself the first few weeks of December for extra time, but I was really hoping to spend December diving back into programming in a way that might help me, you know, get a different day job.


The game world is coming together, at least. It's nice to be able to finally build it out after spending all of the rest of this month just making the pieces for it.



All of my hopes are on the Thanksgiving weekend. Until then.

14 November 2021

Piecemeal Jack - post 2 - working on your own is hard

My goal for this week was to complete the basic version of all enemies for my game and cut any that weren't completed on time. My design philosophy for this was to review the attributes of my existing bosses and build basic enemies around single or multiple attributes. At the same time, I'm endeavoring to keep the game simple. These are the bosses I'm working with:

 

  1.  Giant:
    Pushes forward and attempts to corner, stomp, or punch player. He's a gimmick boss that forces the player to take advantage of the destructible environment.
  2.  Abominable Toad:
    Hops around and across the stage and attempts to damage the player through contact or dropping bombs from overhead.
  3.  Patchwork Cat:
    Missing its front legs, the enlarged Patchwork Cat sits back on its haunches and directs a spear through the air to stab the player.
  4.  The Alchemist:
    Attempts to strike the player with a bladed staff weapon and throws knives.

 

From these bosses, I brainstormed and cut down to the following list:

  1. Spikey:
    Hurts the player on contact, but doesn't otherwise react to anything else.
  2. Hopper:
    Hops from one side of a floor to another. Oblivious, like Spikey.
  3. Dummy:
    Wanders back and forth but cannot jump over gaps. Tries to hit the player when in range.
  4. Hunter:
    Much like the dummy, only can jump and will pursue the player at a faster speed.
  5. Mournful Frog:
    Much like the dummy, only will explode if the player gets too close instead of attempting an attack.
  6. Vengeful Frog:
    Hops around the stage a bit like the Hopper, only will try to throw bombs at the player.
  7. Blade Thrower:
    Throws knives whenever the player is in range.

 

I cut the potion mechanics I originally wanted when I realized they weren't adding enough to the Alchemist to justify the time investment. This cut several other enemy ideas immediately. Yet more potential enemies were cut due to assumptions on the complexity of implementing them, but I may've cut a little too hard. I finished these 7 enemies in 3 days with only the barest of implementation hassles.


The last 4 days of this week have been far less productive then those first 3. I immediately decided against implementing additional basic or boss enemies. Instead, I started trying to define and implement all that remains to be implemented. And, in all honesty, I'm not completely sure how much is left.


I knew I needed a way to move between floors and to fix the camera, which I wanted to only follow the player on the Y-axis under certain conditions:

  1. When climbing stairs between floors.
  2. When falling down between floors.

 

I did this because I think it's weird and disorienting when a camera follows the Y axis of a jumping player.


Camera follows player's Y:

Camera doesn't follow player's Y:


However, after implementing these basic fixes, I found myself at a loss for what task specifically I should take on next. I took one entire day off to indulge myself after finishing all of the basic enemies, and by Friday I was continuing to find it difficult to stay on task. This is despite taking action after a similar directionlessness settled on me last weekend.


Working from home on anything is challenging for some. For me, it's the working on the same machine I use for gaming that's a challenge. So, for anyone out there who might be lucky enough to have the resources or material lying around to try the following strategy, I recommend it:

What you're looking at in the photo above is an old college laptop connected to power, a USB keyboard, a wireless mouse, an extended audio cable running to a pair of speakers (gotta have that music, yo), and an HDMI cable. The cable connects to an HDMI splitter (the small black box with 4 cables plugged into it on the top shelf) which helps route video from my laptop to my monitor.


This is basically the janky home solution of plugging a laptop into a docking station. The important part is the video output, which isn't built-in standard on all laptops but should be possible for quite a few out there.


I don't have the space to physically separate my work and play areas, and I'm assuming most people don't either these days. However, I've had plenty of experience over this past year using my day-job laptop to mentally and emotionally separate my "work" from my personal desktop play/work space in my cramped little room, and so long as I can stay self-directed I find the approach extremely successful. This approach very much helped me to finish those 7 enemies in just 3 days of working 7 hours.


Problems arise when I lose my sense of direction. Sometimes the results can actually be beneficial. The day I took off this past week gave me the opportunity to try the Dark Souls board game. The Dark Souls board game is not good, but the process of learning how to play it gave me some inspiration on directions I might go with the implementation and design of my game. More on that next week, if all goes well.

 

However, most of the time when I lose direction I end up spinning my wheels, burning out my eyes, losing sleep, and getting nowhere. Playing the Dark Souls board game and letting myself in on the hype surrounding the release of Elden Ring in February of 2022 (so soon!) prompted me to install and play Dark Souls 3. I used Dark Souls 3 as an excuse to avoid thinking about what all I have left on Piecemeal Jack, and I got almost nothing done yesterday as a result.


I view this behavior as demeaning of someone who wants to value himself and his work. So, today I tackled the piece I've been most worried about: implementing a save system (working directly with files on user's computer's always makes me nervous for some reason). I find writing about one's struggles can be helpful for overcoming them, so I've written them here and met my weekly blog quota at the same time. Woohoo.


I'm going to take the rest of today to write out a basic, probably incomplete or incorrect, list of everything I have left to do on Piecemeal Jack. Tomorrow, I return to my day job. I'm expecting progress to slow down alot. 


Until next week.

07 November 2021

Piecemeal Jack - post 1 - progress on bosses

My goal for Piecemeal Jack this week was to finish implementing the initial design for all 5 planned bosses into the game. 

 

My last few attempts at this project (Punch in the Dark) all began with implementing the basic enemies first. I find the design of bosses intimidating generally, if only because I'm always certain my designs aren't interesting enough. This time, I decided I would tackle my unease head-on and later build basic enemies from the behaviors established with each boss.

 

I've failed my goal for this week, but I don't see this as a bad thing. The 3 bosses I managed to finish all possess unique behaviors, which I consider impressive as my old design documents include a boss that just spawns lesser enemies endlessly. I cut 1 boss after realizing I might not have enough time as it is to finish this game in 1 month. This leaves 1 boss unfinished.


One of the implemented bosses, still a little buggy and of course without art. A fat, 2-leggeded cat that directs a weapon at you without moving itself.


The final boss I have to work out is also the final boss for the game. Originally, I intended this boss to be a mad scientist, and in Piecemeal Jack I had originally pictured this mad scientist following gopher-like logic. The scientist would dive into and pop out of holes throughout the room, and would throw things like knives and beakers at the player. Trouble is, I don't like this design.


I've been on the fence about the mad scientist ever since Punch in the Dark. I feel like mad scientist bosses can be alot of fun, especially in B or C-referencing horror-oriented schlock. Unfortunately, that's not what I'm making. So, after spending a day on trying to figure out/find something to like in the scientist, I gave up and went back to the drawing board.


I've settled on a design I'm calling the Alchemist. I'm abandoning the idea of a weak, squirrelly character who will run from you in favor of someone who still throws beakers and knives but brings along a bladed staff. The character is something like a warrior-monk, an occult experimenter who spends the game meditating in preparation to face you at the top of the house. Your final test is to defeat her in 1 on 1 combat.


Basically, I took the ideas behind the scientist character and converted it to something closer to my own interests. Weird to type, given these are all my own ideas, but there it is.


Turns out, I have next week off from work too and somehow forgot. So, there's a small chance in hell that I might actually finish this thing on time!


Until next week.

01 November 2021

Piecemeal Jack - post 0

My goal for this month is to produce an art-ready game before December 1st.


Art-ready is a made-up term to describe a mostly-complete game that is missing all art assets. This approach to game creation should generally be frowned upon due to the potential of technical issues arising from the late introduction of said assets. I decided to attempt this approach with my new game for 2 reasons:

  1. I recently realized, with the help of my roommate, that I really don't enjoy the process of designing and crafting art for games. I enjoy programming and game design, but the art side has always been the kind of thing that I only attempted to do on my own because of an assumption that it's the indie thing to do.
  2. I've never attempted to hire an artist as a contractor before. I want time to ensure I have a good estimate of how many assets I'll need, which may require the whole month to work out.

 

Now, before I go over what Piecemeal Jack is, let me cover some history:

One of the first videogames I ever tried to make was based on an old series called Splatterhouse. I wanted to take the simple 2D platforming of this series and transplant it into a top-down 2D perspective. I worked on the project on and off for a year, and finally released a prototype I named Punch in the Dark. I'm not very proud of what I ended up with, but I am happy I released something as the response to it was inspiring in unexpected ways. You can play the prototype here:

https://dgalga.itch.io/punch-in-the-dark

 

The game that became Punch in the Dark went through so many iterations that almost every idea I originally had was stripped or filed down in some way. Over October, while I was brainstorming and prototyping ideas to work on for this month, those scrapped ideas came slithering back to me.


Piecemeal Jack will be a short, combat-oriented 2D platformer set in 1 large-house-sized level. I'm talking jumping, ground slams, punching, the ability to fall between floors, the ability to discover secret passages, use of 3 weapons you get from boss enemies, and a focus on enemies as your primary obstacle instead of jumping challenges. In this way, I intend to adhere much closer to my original design idea for the game. For example, I plan to featured holes in the floors of the house, which were previously challenging to design in a fun or interesting way from a top-down perspective.


I get 4 full weeks out of November, and I intend to build the full game over those 4 weeks. This first week will be focusing on building out the main character, then the 4 bosses I have planned and design of the house if there's time. Work progress will slow greatly after this first week, but I'm hoping I'll be able to come up with and implement all low-level enemies over the following 2 weeks. The final week will be for implementation of menus and the 4 difficulty levels I'm planning:

  1. Easy
    1. Double health
    2. Double damage
    3. Checkpoints
    4. No unlocks
  2. Medium
    1. Normal health
    2. Normal damage
    3. Checkpoints
    4. Can use unlocks
    5. Get 3 unlocks whenever you beat the game
  3. 1 life
    1. Normal health
    2. Normal damage
    3. Can use unlocks
    4. No checkpoints
    5. 1 unlock on death
    6. 3 unlocks on win
  4. Punishing
    1. 1 life
    2. No unlocks
    3. No checkpoints
    4. Normal health
    5. Normal damage


Some difficulty modes, chiefly Easy and Punishing, may be cut for time if needed.


I'm planning to post 1 new blog entry every Sunday of this month with an update on the status of the game. I don't think this will help my productivity any, but I am hoping it'll catch some interest for the game.


Until Sunday.



Piecemeal Jack - post 4 - wrap up

 I'm calling it quits on Piecemeal Jack for now. This is as far as I got: I built everything I had planned, to some extent, and the resu...