There are lot of things I could say in addition to the list above. However, despite how important some are, I'll keep them private for now. Nothing bad per say, but they've kept me busy in addition to my progress on Elfie and the preparation for Tokyo Game Show.
In any case, the most important point for me is the first point. Being able to collaborate with a composer relieved a lot of stress I had in regards to the game's music. I'm not composer. I did try to see what I could do at first a few months back but there's no way I could have gotten as close to what silentswimmer has made so far for Elfie. I look forward to being able to share some of it in some way outside of the demo I show at places like TGS. (Through a publicly accessible demo or uploaded to Youtube for example.)
I feel like I'm skipping over some things, but it's probably the general improvements that have stacked up onto each other making the list smaller than it actually was. It's not like I list out all the asset creation that went into this version. The best way to describe the progress is that my friends helping booth did say that it did in fact change a lot from the previous demo I had previously shown off.
Ah yes, the main reason I'm writing this. Tokyo Game Show was quite the experience, and a very positive one at that!
So, not to toot my own trunk, but things went so well that one of the big things I will be briefly touching upon in the next section is that going full time is likely higher on my list of "what do I do next" than before. Before Tokyo Game Show, I had the intention of continuing working on it part time, or something along those lines. Now that's not the case anymore. So...
(For myself, these are in order of priority-ish.)
- New Trailer + Slight Steam page revamp
- As I mentioned earlier, I think I need a better trailer and possibly change some of the assets that I'm using on Steam. Maybe even that small blurb about the game could be made shorter. I find it to be a priority because that first trailer is a bit old now. But also because I'm sure I could find a way to make a trailer that appeals to people in a similar way that playing the demo did.
- Grant application
- I would procrastinate this one more if it wasn't for the fact that some of them have deadlines this month.
- Soft-launched a demo on Itch
- I don't want to release the same demo that I had at TGS since it is a bit long. I just want to be able to pique people's interest without showing off too much. I feel like it's okay at shows, it kind of makes it a bit more exclusive too haha.
- The soft-launch will likely include the current version of Space Peanuts and Bubble Bliss + Some custom Demo dialogue to make things a bit different from the final thing.
- Visual representation of my dialogue event system
- This is tools programming if I've ever seen it. It's going to take a bit of time since I'm not as familiar with implementing UI or node stuff in Godot. But it's important. The event system works well, but as the amount of events and parameters grow, so will the difficulty of keeping track of them and maintaining them. So I want to have a tool that let's me to that and also modify them if needed through it. Might involve some diagrams making before I get started.
- Also sadly not really something I can screenshot as easily as other things to share to show my progress.
- Prototyping more minigames
- 1 similar to the One, Two, Three, Shleepy
- 1 similar to Space Peanuts
- 2 similar to Bubble Bliss
- There is a reason for this distinction but I won't say what~
- Reworking older code
- Not super high on my priority of things to do. But the main culprits that I would target are:
- The apartment hub : There are meant to be more parts of the apartment and they should all function like a room of the apartment. Right now they're mostly independent scripts that do the same thing... I could have planned that better.
- Pachy Peanuts: It's the first game I was working on while still getting use to Godot. I've already made some pretty drastic changes to TGS, but there could be more. And since I plan to tweak the difficulties at some point, it would be helpful to make those changes.
- Controller implementation
- I wish I didn't have this at low priority. I likely won't get around to it anytime soon. However, I do want it here to remind myself to code the prototypes of the new minigames in a way that allows to switch to the controller scheme easily.
- I did try to implement it for TGS. But I concluded, after making it functional for some games, that just having it functional wouldn't be enough. The controller implementation requires more significant tweaks to be on par with the usability of the touchscreen or mouse controls. I can at the very least prepare for it better with the new minigames.
My next devlog won't be for a while judging by the fact that I only release these after game shows/festivals. If you've read all that, thank you! Now time to work a bit on Elephant Grass for reasons I can't disclose hehehehehe.
If Moo Deng so popular, why not Elfie? Really makes you trunk.
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Congrats on the event! That's quite a big feat to showcase your game at one of the biggest gaming events. Thanks for sharing your tips on running a booth like this. Excited to hear the new music!
Thank you Farfama!
I'm glad I did it. I was more stressed about the preparations than on the days of the event haha. I feel like that must be pretty common though. And definitely! Next time I see you, I'll share with you what we have so far for new music!