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Ghost Joust?

Posted on by skudfisher

ghostjoust

 

I started playing around in Unity last night and accidentally created an isometric 3d joust game… or something?

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Still Alive…

Posted on by skudfisher

guiltybutler

 

I’ve been super busy the last month with a new job. Because of this, I haven’t had much time to work on my own personal projects (as I am already programming all day for work and usually feel totally brain-dead when I have free time).

I did manage to spend some time today working on Captain Narwhal though, and it is still progressing (although much more slowly than before).

I’m also in the process of working on another little randomly generated game. The image above here is a little brain-storming mock-up that I made to help me work out some of the logic… I’m not ready to say much more about it (consider this a teaser I guess?) but I’ll post more about this new project as it goes along… It should be pretty interesting.

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Trophies Trophies!

Posted on by skudfisher

trophything

The trophies system in the game is now working 100%. All the icons are in (55 of them) all the requirements, everything works and triggers properly. Notices pop up when they need to and they will wait for the current notice to go away before popping up a new one if more than one trigger at the same time. You can scroll through the whole list of trophies on this page above and see what you need to do to unlock them, but the icon and the name are both hidden until they are unlocked.

This leaves the options screen, a few little glitch fixes and then lots of playtesting and balancing and then Captain Narwhal will be finished…

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Start Screen

Posted on by skudfisher

newstartAmazing new start menu drawn by Caro! It is the best thing that ever existed.

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Captain Narwhal – Rayguns

Posted on by skudfisher

pewpewpew

There have always been 5 kinds of damage in the game but until today there has only ever been one gun graphic. This has now been solved!

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Captain Narwhal – Pods

Posted on by skudfisher

chaos

Here’s a good look at the new teleporter pod (Telpo Brand Emergency Teleporters – When anywhere else is better than here).

You can also see the new Invader explosions in action here pretty nicely. As well as a the temporary graphics for the trophy/achievement popping up on screen for killing 10 of them.

MAYHEM!

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Captain Narwhal – Telpo Brand Emergency Teleporation Device

Posted on by skudfisher

telpo_pod

 

I’ve been working with Caro (the game’s background artist) on a newly designed pod this week. I drew this up in Inkscape tonight.

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Captain Narwhal – KABOOOM!

Posted on by skudfisher

kabooooom

 

I’ve mostly been adding music/sound effects for the last two days (and tweaking the difficulty and balance more and more) but I just had the idea of making the Invaders explode into a smoking pile of debris and broken parts and it’s SO SATISFYING… The effect in the game is pretty awesome (and not entirely captured by this screenshot). The Invaders have quickly become the bane of most of my game testers’ existence so I thought it would be better if they exploded real nice once you actually defeat them.

I’ve got all the music in the game right now and it’s absolutely brilliant. All of it has been written and performed by my awesome friend Jeff Cancade and I couldn’t be happier with all of it. He really nailed what I wanted for the game and I can’t wait for people to get to hear it!

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Captain Narwhal – Balance

Posted on by skudfisher

rarescreenshot

I always feel strange adding screenshots of the inventory screen because it’s not exactly thrilling to look at, but that’s what I’ve been working on most lately… Or, at least the items themselves.

Yesterday I completely overhauled the item generation (for the 3rd time) by adding quality levels (Terrible, Okay, Good, Fancy, Legendary) to items. Item names change color to match the quality (white, green, blue, orange and purple… Like most MMOs etc.)

Before the stats (and number of stats) were determined as a flat rate. Now they scale a little more interestingly to your current level and their quality type and there’s more of a chance of getting items that are a few levels higher or lower than you are. This just adds a lot more variety to the items and gives you another little goal when you find an item that is 2-3 levels too high for you to use and you want to level up to be able to use it. I also added a lot more variety to the actual numbers that are possible, just to make items more unique. I also made the item values make a lot more sense than they did previously. Values are all based on the actual quality, damage type, level and stats of an item. In general the whole item system is just more interesting and varied.

The item system in the game is still very, very basic compared to most proper RPGs but I’ve been wanting to make it as interesting as possible and it’s been a lot of fun learning the best way to build random loot systems. I’m pretty happy with how it works now but there’s still a lot of balancing to do with testing.

Besides the loot stuff I’ve been sending the game around to friends for the first time to get feedback and test it on other computers. I made a bunch of changes and fixes yesterday already based on this feedback. Things are starting to look like a proper game.

Today I’m working on a trophy/achievement system for the game. I’ve nearly got it working already. There are currently 55 different trophies for accomplishing different things in the game. Getting the trophies working was easy… drawing ICONS for all of them on the other hand will probably take me a while… but it will be a nice change from programming!

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Captain Narwhal

Posted on by skudfisher

captain_narwhal_logo

New name, new main character, new… uhh… other stuff probably? Space Face is now Captain Narwhal… Until I change it to something else again… or not. WHO KNOWS! The universe is full of mystery.

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