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Battle Gem Ponies (DevLog)

A topic by YotesMark created Aug 19, 2016 Views: 15,587 Replies: 104
Viewing posts 41 to 101 of 101Previous pageFirst page

Battle Gem Ponies DevLog #133 (About That New Battle System)

     Still hard at work getting a stable, polished BronyCon build ready. I wanna put on a good show, and that's gonna require a couple more late nights of work and a lot of afternoons spent testing. But it'll all be worth it if we can get that crowd to cheer...

Take a look at this week in gamedev below!

Official Yotes Blog

Battle Gem Ponies DevLog #136 (Road to Alpha)

     The race to the finish starts here. Gotta whip up a game in a matter of months, no time to waste! Details on the official site, yotesgames.com!

Battle Gem Ponies DevLog #137 (Sprite Week)

     Once again, drawing these sprites takes forever. But the first frame is always the hardest because I want it to look just right before I take apart all its pieces and animate them. These battle sprites are what the players will be staring at for the longest time and it's through these battle animations and flavor texts that I get folks to fall in love with my characters.

     I have to get this right. I have to convey personality out of each of these ponies. I want players to say "Wow!" or "Ooo..." or "Aww!" or "Holy CRAP!!" when they see these things for the first time.

Blog Here: yotesgames.com

DevLog #139 (Make It Well Thought Out)

     Most of the week has been all about planning every small detail to come in the full game. Where each item is placed and why. A believable reason for every character's decision, interaction, and motive. Logical consistency throughout the game world. Something interesting to do in every room, an emotional roller coaster, a varied color palette, and a sense of discovery and fun that'll keep players invested even beyond the credits.

Read More: http://www.yotesgames.com/2017/09/battle-gem-ponies-devlog-139-make-it.html

DevLog #145 (A Full & Colorful Roster)


Ponatina's Elemental Forms

     Here it is! This game's Eevee equivalent and starter pony Ponatina and all 18 of her various specialized forms. Which is your favorite? Which looks the worst? I'd love to read your thoughts on them in the comments.

Get the rest of this week in gamedev on the main blog!

Battle Gem Ponies DevLog #146 (Impressionable Ponies)


Some of the bigger battle sprites.
(the Ultra forms are a lot less pony-like)

     The Ponatina post last week made a lot of impressions and it's refreshing to see so many pony fans excited for this game. It's lit a fire under the Yotes Games balloon and now we're soaring straight to our destination!

     Every pony has a second draft design and is now in the final nebulous zone of "what color combination looks best" or "maybe this should be the Ultra form and the base form should be toned down a little". It annoys me as a developer because it's taking so long, but this is arguably the most important part.

     These ponies are what players will attach themselves to. If they look awesome enough, and have enough personality, it'll spawn fan art, discussion, attention, and thus sales. All very important if I want Yotes Games to be a viable career choice.

Get the rest of this week in gamedev on the Yotes Blog.

Battle Gem Ponies DevLog #148 (Paper Maps)

     Been taking on the task of translating rough map sketches into detailed exact maps on graph paper.  It's a matter of putting every detail from the design document down and marking out exactly how many steps it takes to get anywhere, roughly how many screens a zone will be, where items will be hidden, which buildings and NPCs I'll have to draw, and all the minor visual details.

     All this fuss so I only have to lay down tiles in the editor like I'm following a blueprint. And these definitely help make the game feel more real. Actually seeing the game world has me super pumped to make it happen in full colorful pixelated glory!

     It's a tedious process though and will probably take another day or two, especially when I double check to make sure the cutscenes can play out how I want them to. Also, still working on the last few Ultra form sprites to show off next week.

Read More: Battle Gem Ponies Blog

Battle Gem Ponies DevLog #149 (Stuck on Alicorns)


(Art by Jowybean)
An example of epic looking MLP alicorns in action.


     Progress has been stalled this week as the final few pony designs are being turned into pixel art. The sprites just didn't seem to fit the idea of "The Epic Legendary Alicorns" in a way that made me picture players saying "I want that one!" so I keep drafting new ways to make these ponies look a little cooler than the other ones.

     For the love of me I just can't figure it out. Spent way too much time staring at the sprites and starting over.  Not to mention their alternate forms related to their special capture mechanics. Those have to look feeble in comparison, yet still cool and capable of combat.

     This is tricky, and it may take another couple days to get everything all cleaned up, but I want the placeholders and base sprites done in time to start programming after devlog #150. But for the time being, get DevLog #149 below...

Read the rest here: yotesgames.com

Battle Gem Ponies DevLog #150 (Roster Complete)

     Finally finished everypony and their ultra forms! They're in need of cleanup, but sometimes you just gotta move onto the next step or the bigger picture will never be framed. Can't believe I've been on this for over 150 weeks now... Time to kick things into even higher gear to get this game out on time for a Spring 2018 release!

     This week is filled with tons of exciting news, updates on Yotes Games as a business, retrospection on previous games, plans for the future, and tons of inspiration for getting through the rest of the development of Battle Gem Ponies.

Get a MAJOR gamedev update to make up for the weeks of silence on this Holiday 2017 Devlog!

Screen%2BShot%2B2017-12-20%2Bat%2B2.37.40%2BAM.png 

It's official! Yotes Games now has a Patreon dedicated to the improvement and outreach of Battle Gem Ponies. If you're interested in helping the game get into more hands and support its development, consider pledging whatever you easily can.

Become a Patron to Yotes Games!

BGP DevLog #151 (Gotta Catch 'em All!)

     And by "catch 'em all", I mean all the players who would definitely love this game! I really need to figure out a way to get more eyeballs onto this project. The only way I can think of is to finish the pre-alpha, iron out the kinks, hand that to Let's Players who've played BGP before, then construct the alpha build, polish the beginning areas, and hand that to as many Let's Players as possible.

Check this week's devlog for more details on how that effort is coming along. (BGP DevLog #151)

 

DevLog #152 (BGP Awareness Month)

     Most of this week was spent arranging placeholders and detailing/editing maps on graph paper. I wanted all the planning and placeholder stuff done by New Year's Day, and it got done. I also wanted to dip my foot into every webpage that could be used to promote BGP in the coming new year, so that got done too. I've started being more active on Reddit and various forums, since I feel that'll play a great part in organically getting the word out about BGP in 2018.

     Next step is to get to work programming the last few features and have this game ready for an Alpha state by February! The crunch is on! Time is not on my side, and there's a pony RPG waiting to be born!

Check it out here: http://www.yotesgames.com/2018/01/battle-gem-ponies-devlog-152-bgp.html 

DevLog #153 (New Year, New Beginnings)

     Wow, 2018 is off to a great start already. Doing much better this January than the last with that whole Steam Greenlight fumble. Patreon keeps development afloat, I feel a million times wiser, the soundtrack is nearly complete, and the full game scope has never been clearer in my mind.

     The early part of this new year is just a matter of cranking it out already! Time to wrap up development on this 3-4 year project and launch it with a BANG!

Get this week in gamedev on the Yotes Games Blog.

DevLog #154 (Story Beats & Maps Aplenty)

     A whole week of wicked coughing and drawing maps on graph paper. It's been a drag-myself-through-the-mud kinda week but I finally got there. The maps are done, detailed, and ready to be tiled in-game soon as I line up all the placeholders.

     Also handled some story details and progression design. The game's design document has been updated with new overworld interactions, cutscenes, object placement, and more to make for a more fun/smooth/professional experience. I want people playing this game to be blown away by it's quality and looking at the overall vision now, I think this'll be a pretty great attempt.

Read More: yotesgames.com

Battle Gem Ponies DevLog #155 (Placeholders in Their Place)

   The pieces are all lined up. Just a week or two of coding and another week of polish, and I'll be set to start shaping the world of Battle Gem Ponies! A playable version of the story mode at long last! 

I'm super eager to share all the recent progress (and there was a lot) on this week's devlog, so check it out! 馃幃馃拵馃惔
yotesgames.com/battle-gem-ponies-devlog-155.html

Battle Gem Ponies DevLog #156 (End of January...)

     Tiles, tiles, tiles galore! Wanna see some tiles? I'll show you some tiles anyway. Because that's what I spent most of this week staring at, touching up, reorganizing, and reconstructing. Right now this is the step I'm tackling to make sure I have all the pieces I need to build the BGP world that currently exists on 100 sheets of graph paper. The gamedev grind never seems to end, but my confidence in the project increases by the day!

Here is where we stand with Battle Gem Ponies at the end of the first month of 2018!
http://www.yotesgames.com/2018/01/battle-gem-ponies-devlog-156-end-of.html

Battle Gem Ponies DevLog #157 (Study the Competition)

  

     Another week flew by and somehow I spent most of it in planning/prepping mode instead of programming crunch. One link led to another and I ended up researching marketing techniques, storytelling tips, Lets Plays of competitor's games, game design breakdowns, and tons of RPG reviews. All while comparing what I saw with the notes, documents, and files I have open for Battle Gem Ponies. 

     Every part of me so badly wants this game to be perfect. Seems like I've become addicted to double checking my work before it's even finished. Time to fix that. This next week has to be ALL gamedev. One by one I have to knock out bugs and add in features.

     But thanks to this past week of knowledge binging, I can go in knowing exactly how high the bar is. Take a look at this week's blog to see how I intend to counter BGP's potential shortcomings and how I think it'll manage to stand next to some pretty established RPGs.

Full Blog: yotesgames.com

DevLog #158 (Major Restructuring)


New Texture Packer tool is making my sprite file sizes 75% smaller!

     Time to clean things up. Look, I made a big mess of files and code while figuring out how to put this game together. But now with years of experience and new tools at my disposal, I know I can do better. So I'm basically recreating Battle Gem Ponies using everything I have, but this time it'll be much more organized, run smoother on all devices, and have some neat features I couldn't pull off before.

     This change up won't affect the release date that much since I planned to do all this for the alpha build anyway (but to a lesser extent before Patreon boosted the budget). So basically, just expect a prettier Battle Gem Ponies to come out this Summer.

Get an idea of what I mean in the devblog here!

Battle Gem Ponies DevLog #159 (Prep-Work)

     Still setting up the new BGP workflow. Gotta convert the spritesheets to super-efficient packed-textures, recreate all the prefabs using the new Unity systems, and start painting all the tilemaps that will make up the region of Pinto... 

     Exciting things are coming, and if you're curious about the steps towards this glory, then check out this week's devlog!

DevLog #160 (Big Changes Worth the Wait)

     Improvements to Battle Gem Ponies workflow are showing some promising results and I'm looking forward to showing off a very impressive demo in March. For now I'm slowly getting used to the new tools I'm using and figuring out the most efficient ways to bring all these ponies (and everything they can do) to life.

     Each passing day I want to see the alpha build exist more and MORE but new things just keep slowing progress down. Game development really does take forever and the small things are always big things in disguise.

Take a look at the full devlog and see for yourself! www.yotesgames.com/BattleGemPonies

DevLog #161 (Wednesday Milestones)

     Release feels so close. It's like the pieces are all in my lap and I just have to follow the instructions to put them together. The final version of Battle Gem Ponies is so clear in my head now that I'm fanboying over it sometimes.

     In the last 7 days I charted out exactly how all 360 battle moves will look, I recreated every menu, rebalanced the battle system, came up with catchier names for things, sorted out details for a DLC & multiplatform launch plan, and closely studied just about everything that makes the games that inspired this one so great.

     To keep track of things I made a week-by-week breakdown of the rest of BGP's development. Counting down what's left to do to get the game to a launchable state. If you wanna find out what the Yotes Games Wednesday Milestones are, look at the list on the new devblog!

BGP DevLog #162 (Getting It Together)

     Finally coming to grips with the new tools and having something to show for it! There's been a real headache and a half over this, but hopefully it pays off with a bunch of dropped jaws and people saying "Oh, that's cool." when they first open the game..

     I need to settle into a groove! Time to crank out some content!

BGP DevLog #163 (Interfaces In Your Faces)

     Menus, menus, menus... Looking fresh though. Still going through the process of making sure all the interfaces work and feel better than ever before. Cleaner sprites, dynamic sizing and positioning for every possible device, and helpful new tools like scrollviews and shaders to add some extra polish. Plus, it all runs 40 times smoother now since it gets compressed to one draw call at runtime, meaning no more horrendous lag just from opening a menu!

Read More: yotesgames.com

BGP DevLog #164 (Still with the Menus? Come ON!!)

     Another week in and the game's revamped menu systems still aren't done! Feels like I'm running in place sometimes, but week after week new things are being added and I'm feeling more and more capable as a developer. I just want the alpha build done already!

     Take a look at what I managed to do this past week. (The Yotes Games Blog

BGP DevLog #165 (Game Engine Bone Structure)

     A lot of time has been spent remaking the components needed to make the game run smoother and look nicer. Way more time than I originally intended, but I feel too deep into the mess to turn back now. The results are showing, but it seriously delayed the game's progress and the makeover still isn't complete. 

    I'm hoping that with these menus out of the way and all the fancy scripting stuff simplified into usable tools, the post-alpha development will come easy. Much like a house, the game's gotta have good bones. A foundation to build an entire series of games on top of, actually. Each one more polished than the last.

Read more on the blog.

BGP DevLog #166 (Demo Ready?)


Just powering through and coding my heart out. Nothing to show yet, but things are progressing behind the scenes.

     Working towards that Minimum Viable Product with a few days to go til showtime! Pretty much every feature from the last demo needs to be remade and bug free using the new development tools I have. The next demo has to be ready by Saturday morning, or I'm going to have to introduce countless strangers and fellow devs to my buggy pre-alpha from December! 

     Can't let that happen. It's crunch time. Check out the devlog.

BGP DevLog #167 (Orlando Overdrive 2018)

     Showcasing the game to new folks, meeting other developers, learning from their experiences, making friends, and dancing my legs off. That's the TL;DR of my Orlando Overdrive experience this past weekend. 

     Battle Gem Ponies had a booth right in the middle of the indie game hallway leading to the bar & dance floor of The Geek Easy. Turns out the whole brony thing wasn't a passing fad, and lots of people still smile when they see marshmallow horses with super powers. 

     Check out this week's devlog to see how the indie showcase went. 馃懢 - www.yotesgames.com

Battle Gem Ponies DevLog #168 (HUD Crafting)


Ignore the garbled text. That is a bug for another day.

     Been taking my time making these menus and such, and glad to see that stage of development is finally coming to an end. Chewed hard to figure out some bugs and the most efficient way to make things flow, but I think I've got it now and just need to rinse and repeat to get the rest of the menus done.

     See my latest (mis)adventures in game development on the Yotes Games Blog.

BGP DevLog #169 (May 2018...)

Can't believe I'm still working on recreating these dang #BattleGemPonies menus! I feel horrible for taking so much longer than I keep promising out loud, but I can feel in my bones that delaying is the right thing to do... 

See #GameDev Log #169: www.yotesgames.com

BGP DevLog #170 (Re-Coding)

     Once again, starting from scratch. But this time it's in regard to how I code things. Going forward I'll be using new organization tricks to make sure I understand how the entire game works inside and out. No more endless bug hunts because I'll know exactly where they are and what that line of code interacts with, all to better help me deduce the cause of any problems. 

     Also took a stab at rearranging the development schedule to aim for a July 25th release. The path is laid out, but the main factor determining if I can make it is getting to that Alpha build I've been yapping about for years now.

     All this reorganization stuff should help with that, because things will be more efficient than ever. No more hardcoding, no more just copy/pasting from solution forums, and no more being stingy with line spacing, name lengths, or comments.

Read More: Yotes Games Blog

BGP DevLog #171 (Cleaning Up n' Keeping Up)

     Feels like every day now I'm discovering some new and better way of doing things. The project is crawling towards a point where all systems exist and are easy to tweak. So good news is I can both feel and see myself becoming a better game developer. Bad news: I'm already a week behind schedule. Again. That won't fly. Time to crunch up and catch up. 

For this week in gamedev featuring my thoughts on a rather impressive Pokemon fan game coming out soon, check out the Main Yotes Blog

BGP DevLog #172 (Map Mastery)

     The Map System I've been subconsciously dreading has finally been implemented and the rest of the menus are coming together bit-by-bit as I program all the pieces separately and connect them together (instead of cramming everything I could into one giant, unreadable script like before). The results?

     See the latest gamedev update to find out.

BGP DevLog #173 (Let's Go Ponatina!)

Not much was done in terms of progress this week since I took about 5 days off to basically see all my friends one last time at the local convention MegaCon before swearing to lock myself away until BGP's completion. 

In place of that there is tons of Pokemon news. A fan game was released and a bunch of new spinoffs were announced so there's lots of interesting things to reflect on and talk about on this week's blog.

Read up on it here!

BGP DevLog #174 (Where's The Game?)

     Getting REAL tired of this game not being close to finished. I admit to dying inside just a bit each passing week as I fall behind on the schedule I laid out just because the very first bullet point is the hardest pill to force down. 

     Maybe I'm crazy and doing this wrong. Time to take a different route to the end. As for what exactly what that route is? You'll need to read the ending thoughts to this week's devlog to find out. 

BGP DevLog #175 (E3 2018)

     After such an amazing E3, I feel reinvigorated. Gotta admit to feeling pretty jaded/apathetic about AAA gaming lately, but leave it to the Sony & Nintendo press conferences to remind me of why I love gaming in the first place. The hype I felt over the past couple days is the same feeling I want people to have for the things I'm working on someday. Unprecedented levels of polish, earnest interviews and announcements by hardworking developers, shocking surprises, gameplay to analyze, and jaw-dropping tournament moments... 

     And at the heart of it all? Hours of fun promised by teams I know can deliver. I'm hype ya'll. Now I want to work hard to make sure starting next E3, I'll be there to show off something in person every year.

See more thoughts on this at yotesgames.com

Battle Gem Ponies DevLog #176 (Summer Makeover)

     Notice a bit of a facelift? I worked on some of the Ultra Pony designs this week, just filling in those gaps in design I was drawing a blank on for the longest while. Now I can say I'm satisfied with how everypony looks and can clearly see them animated in my head.

     Actually animating the sprites is a step to come much later in development, but I can roll with these for now. Come see the steps toward a new playable build featuring a new level editor and a few more motivating surprises in this week's gamedev update!

BGP DevLog #177 (Sculpting a World)

     It's finally happening! Converting the maps from graph paper notes and doodles into working sandboxes that I can actually roam around in the Unity engine! Every single map in Battle Gem Ponies is coming to life AS. 馃憦 WE.馃憦 SPEAK.馃憦

     Getting all the different tiles, placeholders, and animations setup took days longer than I expected, but I finally have the process down and can get to work! I'll be using mostly borrowed and temporary tile sprites to have a basic but functional version of the entire game world up and running. This is one of the Top 5 remaining extremely tedious tasks of the game's development I'll be glad to have off my back. (Read to the end to see the other 4.) 

      So I hope to emerge next week with another monumental task behind me. To see what hills have already been climbed in the last 7 days, why don't cha take a look on the official blog?

BGP DevLog #178 (Refocus on the Hook)

     Starting to build out all the actual tile maps to be used in the beginning segment of the game, up to the first badge and a little beyond, just to get players hooked and hungry for more.

     Now, while the completed Alpha won't be a thing until the entire game is playable start to finish, I do believe I can get the first part of the game out within the month of July. While everyone is enjoying the new story, learning the mechanics, interacting with the world, and getting that first badge, I'll be working on getting the demo in as many Let's Player's hands as possible by day and implementing the rest of the design notes by night.

     Time to put everything I've got into a super-polished build that'll make people go nuts when they try it. Time to make sure every 30 seconds of the game gives players a Ben & Jerry's sized chunk of fun to chew on. Time to get Battle Gem Ponies on the map! 

 Read More: yotesgames.com

BGP DevLog #179 (Summer Stalling)

     Pretty slow work week if I'm being honest. Life got in the way and the game's delayed yet another week. You know, going in you always assume you can handle the workload but only expect it to be a certain amount of time. Then you get so far into it you can't justify changing course because the end just has to be near by now...

     I really wonder exactly how long it'll take for this game to be completed and how long the people supporting me or waiting for me to finish will tolerate this crazy passion project of mine. You can imagine how many times I hear "get a real job" on a regular basis.

     Feeling all kinds of negative things right now, but I need to carry on anyway. This game needs to be made, and I need to do it. If I can just make this super polished Alpha go even just a little viral, I'll finally know if it's all worth it. 25 thousand players is all I'm asking the cosmos for.

More of this week in gamedev here.

BGP DevLog #180 (Coding, Cures, and Confidence)


Hope rises as pieces of the overworld are coming together.

      Weighed down by post-delay sad vibes all week and only just now getting back into the swing of things as I write this at 3:30am on a Wednesday. This week was code fever and I wore a programmer cap tight while sprucing up BGP's bones.

     Lots of things are working better than ever, and lots more are sure to come. The real issue right now is seeing how much can get up and running before BronyCon. The panel is going to be a slideshow about game development in general, some Q&A between slides, how I came up with and created BGP, and what features I have left to create and how I plan to implement them. 

     And all that will be sandwiched between a Trailer to show off the game and a gameplay demo of the battle system and overworld. Then I'd like to have some sort of teaser finale to send everyone off with and encourage them to download the demo to their phones on the way out so they can remember the game later.

     But how much I can show depends on how far I get in the next 6 days, so fingers crossed, I won't hit any more road blocks. Every precious minute counts right now, and I think I might just barely make it. So let's see what's been done in the past few days.

Read More: yotesgames.com

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Brainstorming New Patreon Plans, Rewards, n' Goals

I'm brainstorming some new plans for making the Yotes Games Patreon a much bigger deal. My general idea is that I need to put more effort into my YouTube channel due to the level of engagement that gets out of people.

But I'd like to hear some feedback from you! It'd be super great to hear someone else's take on where I should take this crazy train next. Or hear exactly why you personally wouldn't donate to my Patreon but would to another. What rewards would you like to see? Should the project be more polished? I wanna know how to get strangers completely HYPED about this game!

Trying to emulate the success of ALBDifferentExiled, & YandereDev here, and a solid YouTube effort is the key ingredient I'm neglecting. Even just read an article today about how Fighting is Magic might not've exploded if that demonstration trailer didn't get shared left and right earning 900,000 views. Nerds like me read development blogs, but everybody watches videos. I outta make some videos.

Check out the huge list of ideas about how I'ma to do just that on the official development blog!

BGP DevLog #182 (Gotta Gain Marketing Chops)

     A key problem with Battle Gem Ponies right now is that nobody knows it exists. How do I let people who'd probably like it know it exists? Well, sitting here and talking about it on my website nobody's heard of isn't getting the job done. And an occasional mention here and there on high traffic blogs isn't working either. 

     How about I take it to the hypest place on the information highway? The place people specifically go to look to see interesting things they'll probably like...

     YouTube. I'm talking about YouTube. I need to take my channel seriously and start pumping out videos that show what the game is all about, what I'm all about as a dev, and for the love of all things holy get my Patreon numbers up before my debts swallow me whole (this game is officially years too late and things I've been putting off won't stay at bay forever). 

     See all the different ways I plan to save my butt financially by pushing Battle Gem Ponies under a much bigger spotlight in this week's development log!

BGP DevLog #183 (Patron Palooza)

     I got an itchy twitch finger and put up the new Patreon ideas immediately. Still eager for feedback and willing to add any new ideas or mix things around, but I really felt like kicking off August with the new revamp and just having that ready to go as soon as my first couple YouTube videos go up.

    And new videos will be popping up twice a week at least for the next little while, just to build some momentum. It's all really exciting stuff and I can't wait to see how it grows. 

Now then... Onto to the devlog!

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BGP DevLog #184 (A Mad Scramble)

     It's been one hectic week. Job searches, contract work researching, phone interviews, resume remakes, documents galore, and listing a whole lot of things that'll cost a whole lot of money over the next year. Current mission status? I'm looking for a publisher to finance the upcoming breakout hit of Yotes Games, LLC. That's right, Yotes Games just became a real-deal company! 

     It's as official as it gets. And it'll make contracts and legal protection a lot less risky for me and a lot more straightforward for anyone I strike a deal with. I made a list of compatible publisher options and I'm pitching the game to them one-by-one. Someone says no, too bad, next in line. I figure out of the 20 of em I narrowed the list down to, one will agree I'm a perfect fit and give Battle Gem Ponies the budget needed to carry on to Launch Day!

Get yourself a whole buncha hoopla and gamedev news now!

BGP DevLog #190 (Lackluster Progress)

     Here's my attempt to associate with the moth meme. Just wanna make a public PSA, the Battle Gem Ponies project is NOT dead. It's just kinda on life support. It's hospitalized. Yeah. Progress is still going, but at a snail's pace. Which (believe it or not) is a lot worse than usual.

     Gotta throw that out there because dev time took a massive hit while I'm trying to get a work/life balance going while also living an hour away from the office and ALSO trying to get back in shape after months of little exercise and ALSO, also fussing over fin.

Come see what I managed to squeeze out of the last 7 days at yotesgames.com

DevLog #192 (Missed the Train, So Up the Standard)

     Tiny bits of progress get done week-by-week and right now I'm one step closer to getting those YouTube videos ready to fill in the gaps. With scripts written, it's a matter of recording all of them and splicing a few videos together.nI can hope it takes a weekend, but I'll just take this one day at a time. You know how I am with deadlines.

Get this week's GameDev news and introspection on yotesgames.com

Battle Gem Ponies DevLog #194 (Speech Therapy)

Happy Halloween, Folks!

     Only thing scarier than the monsters out tonight is the possibility of Battle Gem Ponies getting delayed again. Amirite? Harharrr!

But really.

     You know how everybody hates the sound of their own voice in recordings? I've been tackling that uncomfortableness all week. The scripts may be written, but I swear saying all this stuff out loud is more difficult than I anticipated. So used to monologues with the voice in my head for decades, my poor mouth muscles can't keep up. 

     Tons of shoots and reshoots, capturing this narration while I adjust to pronouncing things clearly, using an audible voice, and not making any weird mouth noises. Ooohhh, it's a process alright. But at least they're coming along. Might be a week delay between each one until I get into the swing of things, but my YouTube channel is gonna be a lively place pretty soon. Keep an eye out.

It's been a while, so here's some gamedev goodness: yotesgames.com/blog!

BGP DevLog #195 (Inspiration Manifestation)

     My entire past week revolved around a game that wasn't mine for once. I took the time to play the newly released followup to my favorite indie game of all-time (Undertale, in case you didn't know) and it was time well spent.

     I came out the other side of those credits re-energized, inspired to work harder, and pumped up on well-designed RPGs and quirky/interesting fantasy worlds. Overall, a nice reminder of why I love gaming so much.

See what notable new design elements are coming (without getting too specific) along with some Earth-Shaking indie dev news on the Yotes Blog.

     Can you picture it...? Yotes Games, out there among the other young hopefuls, trying to convince anybody walking by to give this little pony RPG a shot. By all means, it outta do as great as it did at Orlando Overdrive but with a much bigger crowd over the span of 3 days instead of 1.

    Serious planning has begun, so far it's only been preemptive measures and bookmarking things to come back to later. Now I'm getting down the fine details of everything I need to know, do, study, and purchase in order to make the most out of this Magfest trip.

More on yotesgames.com

BGP DevLog #198 (Thoughts in Order)

     Nothing impressive to see here, kinda just another week of getting my ideas straight. Converting messy notes into legible text, then giving that text some context to make sense with the rest of the vision.

     I'm working on the design doc some more, basically. Combing through each and every detail of the game again to make sure nothing is boring, too derivative, tedious, or pointless. I want to charm the pants off of folks the whole way through. And I absolutely want to make sure to vaporize any accusations of this being an uninspired Pokemon clone.

More on yotesgames.com

Battle Gem Ponies DevLog #200 (Fresh Start)

     At the end of 2018 I took some time to get my personal life sorted out so I can get back to focusing on making Battle Gem Ponies a reality. New year, new job, new home, fresh start! 

But maybe a little too fresh...

     You see, it seems like my Battle Gem Ponies project file in the Unity Engine got corrupted from an interrupted cloud backup process and by the looks of things I'm going to have to literally start from scratch on this project. The only things that survived were all the sprites and some old backup files from the 2017 pre-alpha project.

    It's been driving me crazy all month and trying to save it just wasted a month of energy. I'm ready to start completely over. Probably for the best, so I can look at the guts of the project one last time and use everything I learned to make this game as efficiently as possible.

    I'm here to bring you one last BGP devlog in the format I've done since 2013. From here on posts will be big development summaries once a month and any extras will go up when there's something important to talk about (usually on Wednesdays).

    So come get the latest BGP development news! It's been a while. (www.yotesgames.com)

BGP DevLog (January: Foundation Framework)

     Itching to kickoff the new year with great progress on Battle Gem Ponies! Gotta admit, I'm sorta stumbling out the gate in this race here, but I'm getting a rhythm down now.

See what I'm talking about on the main blog.

BGP DevLog (January: Foundation Framework)

     Itching to kickoff the new year with great progress on Battle Gem Ponies! Gotta admit, I'm sorta stumbling out the gate in this race here, but I'm getting a rhythm down now.

See what I'm talking about on the main blog.

BGP @MAGFest 2019! (Our 1st 4-Day Con Booth)

     This past Magfest certainly was an adventure! Supplies were gathered, 2 friends volunteered to help, and we ran the biggest Battle Gem Ponies booth yet. And for 4 days straight! I thought some folks out there would like to see what that adventure was like so catch a write-up on this indie dev experience on the Yotes Blog...  -->

Battle Gem Ponies DevLog (February: Charted Out)

     Off to a slow start but settled into a decent development routine at last. Plus, I've got heckling coworkers now to poke & prod me on a daily basis about getting this game done. Also, a new Pokemon game was announced, and it looks like its following the same formula I'm getting tired of, leading me to feel more fired up than ever to deliver my take on the elemental turn-based RPG system.

     If you want to know exactly what's on my dev plate going forward, then you'll like the production document cut & paste in this February blog.

See what's been up this past month on the DevLog!

Battle Gem Ponies DevLog (March: Warmed Up & Eager)

     The Unity project has been cracked open and filled with placeholders and tools for actually developing a playable build now. One screen at a time, one placeholder at a time, one feature at a time.

     There's a long road ahead and I can already see myself going mad trying to animate all these ponies and debug every feature, but that's what makes this work. It's the tedious price paid to get to where I wanna be. And where I wanna be is online sharing links to my finished game for folks to check out.

    A lot of gamedev went on this past month. Hope to be dishing out some videos on the matter soon enough. See what's cooking so far on this super-wordy special edition devlog!

(And be on the lookout for video versions of these coming to the Yotes Games YouTube Channel by month's end.)

Battle Gem Ponies DevLog (April: Align the Stars!)

     The first Patreon exclusive Yotes Games post just went up for those curious about the game's progress this past month. It's got screenshot breakdowns, what roadblocks have been stumping me, and a look at what's to come over the next 30 days.

     Chipping away at this project one day at a time. Looking forward to generating some YouTube hype as soon as the prototype build is done.

Check out the full post here!

June DevLog: A World Restored!

     Starting development on things I can actually show off with visuals! Tilemaps recovered from oblivion, and steps towards an explorable overworld, this time made with a lot more common sense and cleanliness. Catch details on all that and more in this month's DevLog for the prototype of Battle Gem Ponies! (Get on the Patreon Hype Train for Exclusive Posts about the making, and remaking, of the game!)

Battle Gem Ponies (July DevLog): Aha! Now I see...

     Still chipping away at this project one day at a time. Real life hurdles still slowing me down and demotivating me, but even just looking at the roster of pony sprites on my phone throughout the day inspires me to keep pushing forward to make this thing real. Another devlog went up and I want the world to know about it.

See the full Patreon Exclusive post here!

Otherwise come get a brief summary of the game's progress on the Yotes Games Blog.

BGP (August DevLog): Variables n' Messes!

     Long story short, the 600+ variables required to make Battle Gem Ponies work have been put into a new usable form that'll make what's coming next possible. With all the ingredients finally here it's time to whip up a fresh and playable version of the game!

See the full Patreon Exclusive post here!

Otherwise come get a glimpse of the game's upcoming development tasks on the Yotes Blog.

BGP (September DevLog): Forming a TEAM!

    This past month has been the most productive by a mile.

     A nice new tradition I'm starting up is putting up 2 Patreon updates a month now. One at the beginning of the month and one at the end. These posts are getting super meaty and full of news now, so the separation gives some breathing room to the avalanche of content to talk about. This month's posts are about finally finding a programmer to help me exponentially speed up development. We got a lot done in just the past 30 days and now the prototype phase is at least 50% complete. 

See the full Patreon Exclusive posts here!

     Otherwise come back in a month for some big news. Because now that we have momentum going, a new demo you can play will be here before you know it.

Or for now, come checkout a quick summary of October's progress on the Yotes Blog.

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