Here are some videos of me digitally inking my very first character concepts for the game Battle Witches. They won’t be in the final game though so I figured I’d give them their shine on the spotlight here on my blog.
While you’re at it, please subscribe to my Youtube channel! From there, I will be posting a lot of videos on the development of my games so be sure to check it out!
Yes, I am quite aware that I already have an ongoing project in the oven but this one is too special to pass up.
The TigSource Forums has just recently started their newest compo with the theme “Versus”. It’s a theme that has the community coming up with really cool ideas on having unique multiplayer games both offline and online. Since there are a lot of benefits in joinging compos (learn new stuff, exposure, collaboration) I decided to jump in on the bandwagon as well.
However, for this project, I won’t be doing it on my own. I have teamed up with another TigSource member, Aik, he’s gonna be doing the programming while I do the art. I was initially planning on doing it solo but since I lack the knowledge on how to do online connectable games, I decided that collaborating is the best option for me. Furthermore, this arrangement would still give me time to finish my own game.
So far everything is looking great. Aik and I have come up with a really unique game idea and we’re really excited to get started. We already have the basic concept down but we still need to flesh it out before we reveal more.
So stay tuned! I will be posting more about the project here along with Escape of the Minibots.
I decided to make a new design for the site as a preparation for the reveal of the game I’m currently working on.
If you’re reading this post from a feed reader or somewhere else, I suggest that you go and check out the site as the new design contains some elements that can be found in the game. It’s more like a sneak peek of what you should expect.
Here’s a before-and-after shot
Woah! Look at those things on top! Kewl!
The header might be a little too lacking now, but I’ll be sure to add more stuff there as soon as I get around to designing more art assets. For now, that would suffice.
I’ll start to post details on the game starting tomorrow so stay tuned!
Game jams are a frequent sight in the indie game development scene. To those who are unfamiliar, A “Game Jam” is a term used to refer to meetups where game developers of all fields (game designers, programmers, audio designers, artists, etc) get together and create a game for a pre-determined amount of time, in one whole day, or in a weekend.
Here in the Philippines, game jams are quite rare. I always get a little envious every time other places hold their own game jams as I’ve never been to one. For the longest time, I’ve wondered what Game Jams are like and if ever I would get to take part in one.
Well, I won’t be wondering any longer as this January 28, IGDA Manila, in partnership with UP-ITTC will be holding the Manila Game Jam!
The Manila Game Jam is a game making event in tandem with the Global Game Jam, an event where numerous sites around the world simultaneously make games in a huge game-making exercise!
So if you are a game developer or even an aspiring one, and you are free this January, then I advise you to check out the Manila Game Jam. Check out their website for more details!
And yes, I will be taking part in the event! Feel free to holler at me. ;D
I decided to take a short break from all the game making and created a poster/logo for TiT.
The artwork came from a sketch I drew while I was bored. It actually turned out great so I had it inked and voila! Although there are no Rose thorns and leaves on the game, I decided to leave it there since it looks nice. Hey, not everything on a box-art ends up in the final game, right?
This is the comment that I got the most after I have released the latest demo of Trapped in Time. Playtesters expressed that they enjoyed the game and its new features but there wasn’t enough to keep them from playing even longer. Now this is a problem.
One suggestion was to have more enemy variety. This has been my to-do list for quite awhile now but I really didn’t think too much about it. Now, I know better. I need to come up with enemies that would give players more challenge. In line with this, I am also thinking of putting a boss character to spice things up.
Another one is to think up of more mechanics. Sure jumping around and shooting stuff is fun, but some felt that more could be done.
I’ve taken everyone’s comments and will make sure to consider it while working on the next build. Rest assured that I will make the game even more fun.
If you have any more comments suggestions, feel free to leave them in the comments section below.
As promised, here’s the latest build of Trapped in Time.
A lot has been added and is almost finished. If you have time, kindly download the game, test it out, and leave a comment below if you have any comments or suggestions. Download links can be seen at the end of this post.
Freeze Ray – Freezes enemies. Once frozen you can smash them to kill them instantly.
Arc Lightning Gun – Lightning jumps randomly from enemy to enemy damaging them
Familiars – Kinda like mini helpers that shoot enemies that are near
A power-up that could slow or reverse the movement of the clock
HUD is now on the screen displaying number of bullets as well as health
I may not have been posting much here in my devlog but rest assured that things are still going forward in the development of Trapped in Time. I’ve added cool new additions like weapons and more power-ups. As well as the ability to change clock movement and such.
In the following days I shall be posting new videos and maybe a demo for you guys to try out.
I am also thinking of redesigning the site so expect that as well.