I would like to apologize to everyone who have been waiting for the release of Detective Rizal. Development of the game has been temporarily halted as I am currently bogged down with an important game development project as part of our school curriculum.
When will I plan to continue development? I can’t really say for sure. Since I’m already on my final year of college, I am focusing all my efforts to finish my studies. Maybe I’ll continue once I finish the project I’m working on right now. Or maybe when I find the time during a school break.
How much is left for full completion of the game? I’m already done with the game engine so the only thing left are a couple of art assets, the script, and the coding. So I’d say still around 35%-40% until completion.
What is this development project I’m currently working on? It’s for our Software Development class where we were asked to create our very own Facebook game. Development is expected to span for a few months. I’ll start posting more details on this blog soon for those who are interested to know more.
Hi guys. I had free time this weekend so I decided to work on Witch Battles.
First thing I got done was the coloring of our main character. Here’s a before and after shot:
I have also started working on the mock-up design of the level that we’ll be having in the game. It’s not finished yet but here’s a sneak peek:
Some of the elements found in this mockup (like the bookshelves, flooring, chandelier, tables and chairs) are taken from other games and are used only for demonstration purposes. The rest were made by me.
(Look at those stairs! Making them was so tiring!)
The colors may look flat right now but I’m planning to rectify that in the future by adding strong shadows and such. Next thing I’m going to work on is the big-ass statue in the middle.
Stay tuned for more updates!
(And for those who are wondering what happened to Escape of the Minibots, rest assured that I am working on it as well. Sneak peek video to come soon!)
So as I have mentioned yesterday, Aik and I have decided to change our game’s art style and make it similar to Grim Grimoire and Muramasa. Which is why, I went back to the drawing board and cooked up a new character design. This time, instead of a chibi-style, I went for a full sized one.
I was initially aiming for a traditional witch costume but who wears them these days? Witches these days are more hip and cool so I tried to add in as much detail as possible but not so much that it would be very hard to animate it.
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.
New Features:
Freeze Ray – Freezes enemies. Once frozen you can smash them to kill them instantly.
Splitting Bullets
Arc Lightning Gun – Lightning jumps randomly from enemy to enemy damaging them
Familiars – Kinda like mini helpers that shoot enemies that are near
Mortar Launcher
Rocket Launcher
A power-up that could slow or reverse the movement of the clock
Force Field
New sprites
New effects
Better controls
Scoring System
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.
For this update I’ve done a lot of minor tweaks to the movement, enemies, and weapons. The most noticeable change would be the Power-ups, they now have their own icons.
Check out the new screenshots below:
And also, here’s a playable demo if you really want to check it out!