Monthly Archives: May 2015

Subtraddition Update #01: New tiles & checkpoints

It’s not been long since I introduced Subtraddition, but I’ve updated a few things since that I’d like to share. Firstly, a new tile set. The area is supposed to look like a mossy cave. I’d like to do a post on how I created the tileset at some point in the future.

Sub_Tilesin_Large

Next I finally updated the sprite for the checkpoint instead of it looking like a horrible pink box (see above GIF). The idea is that the sphere is a resurrection stone and when you die you are resurrected at the shrine. The GIF below only shows the shrines being activated and not put into practice.

Subtraddition_Checkpoints

I mainly started working on the visuals for the game because I was generating level designs and it was becoming very time consuming and I felt that my brain needed a break from it. I updated the images for the tiles in the  first area, the block that you can move around and the spikes (these feature a lot in the game). Now that the checkpoint doesn’t look so much like a hideous pink obelisk I think I will get back to getting the level layout completed for the rest of the game.

 

Introducing: Subtraddition

I’m making a game! I started working on it just after Christmas I think? Anyway I was toying around with the idea of making a puzzle platformer and then I started working  on a prototype and now I’m going to be making it into a full game.

This is the core mechanic of the game:

 Subtraddition

The game is being made with Game Maker: Studio.

Hang on, I thought you were making a game called Gravity Square or something?

Gravity Box is currently on Hiatus at the moment. For some reason as we got closer to Christmas I started to lose interest in working on it and ultimately stopped all together. This isn’t to say I don’t want to make the game at all… I’m just more motivated to work on this puzzle platformer game. Plus I’ve since learned a lot about game development that I can use to create a better version of Gravity Box than the one that I was working on.

So what’s so special about this new game?

With Subtraddition I actually made a small prototype last year before I started working on Gravity Box. The prototype saw you placing blocks to help you navigate the level and as I worked on it more, the more I began thinking up puzzle/level designs for the game. I was also really inspired by playing Fez around that time and loved the sense of exploration that the game made you feel as a player. I also began to think about old platformers I used to play as a kid that I loved like Banjo-Kazooie and Jak and Daxter. Essentially, Subtraddition caught the attention of my imagination more than Gravity Box ever did and I think that’s why I’m running with it instead.

skecthbook]

What is it about?

The core mechanic as shown above, is that it’s a 2D puzzle platformer in which you can remove and place certain blocks within the level in order to allow you to use them as platforms and reach new levels. They’ll also do other stuff like protect you from damage, reach new heights and jump across distances you would otherwise be unable to reach.

The game is also about exploration. You start of in a starter level, which leads into a hub world with multiple levels and multiple puzzles to solve and a butt-tonne of secrets.

Subtraddition Key Features

4 COLOURS – I’m doing the art for the game and as I’ve said previously I’m not that great at art. I mean, I do okay… I get by. So I felt that limiting myself to only 4 colours would mean that I had less chance of making it look shit than if I made a colourful mess with a bunch of colours. I’m also working to quite a small resolution, so I’m practicing my pixel art with this game. I find that it helps to give yourself restrictions/limitations as otherwise you can overscope.

SECRETS – After my recent playthroughs of Fez, I loved how the game is filled to the brim with secrets. Although my game won’t be anywhere near the scope of Fez, I still like the idea of including little hidden secrets that will reward the player for exploration. Which brings me on to my next point:

EXPLORATION – As I mention above, one of the things I love about video games is exploration. It unfortunately means that it takes me a lot longer than it should to complete games. I mentioned to someone the other day that it took 6 hours to complete Gone Home and they were all like “SIX HOURS :O … You can beat the game in 10 minutes!” But I like to take it slow and explore every nook and cranny of the world. I was the same with Bioshock Infinite. I’d spend ages just wandering about looking at stuff and this is something I’d like players to want to do in Subtraddition even though I suppose it largely depends on the type of player.

Where is it at?

Subtraddition is coming along nicely. I’ve almost completed the level designs for 2 out of the 3 worlds that the game will contain. I’m currently working on updating the graphics for the game and implementing tile sets into levels. Navigation works, the character movement works, the block removal/placement works and there are a few levels to run around in with puzzles and platforming to complete. I have no idea how long the game is going to take, but I’m using every spare minute I get before the big life-changing event happens. September is my deadline! More updates soon.

In other news…

A couple of our games are being placed on Indie Game Stand’s Free Games section. You can find Time Stone HERE and Entrapment will be on there soon.

You might have seen the recent ” game” announcement and yes, it was an over-elaborate metaphor for me and my wife having a baby! It’s our first child, so I’m going to have a lot to learn about becoming a father. It also means that my hobby game dev stuff will most likely be taking a lengthy break come September.

BONUS ART TEST FOR SUBTRADDITION DUDE:

B-YaRXWIgAAA8HI B-ZEvhiIcAA448Y

I went with number 12.

New “game” announcement

GrandTheftExpectingLarge

I’m pleased to announce that me and my wife are working on a new game due to release in September 2015. We’ve been working collaboratively on the new title and it will have been in development for approximately 9 months upon release. It’s a co-op survival horror game in which you have to endure sleepless nights and constant nappy changes. It’s a 3 player game and we’re eagerly awaiting player 3 to join us  :)