That was really fun to play, and I can't wait to see what you add next. Also at the edges of the screens if you go far enough you just fall down and get stuck, so you may want to add something blocking the edges.
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Final Day Friday January 20th 2017:While there is still one day left I decided to end the development process now. So over the past view days I've been adding things such as asteroids that destroy your ship, and planets that rotate the sun. Both these things are done and good. However, the game isn't very fun, and is very much just repetitive, so I've decided to finish it up in a state I'm proud of. The main central hub in space starts to lag after a while of being in it, so next game I make I'll have to figure out how to optimize. Overall I'm happy of the product as it is the first attempt at a bigger scale game, but it didn't turn out so well as it is just one solar system with the 8 planets. This has been the Milkman of the Milky Way devlog hope you enjoy the game. https://radicalest.itch.io/milkman-of-the-milky-way
Day 8 Saturday January 14th, 2017:Today I started working on the job menu to make it easier to add jobs and items to the shop. I also worked on making it easier to fail other than running out of fuel, and I did that by adding health to both the ship and milkman. The milkman's health will be affected by running out of oxygen because some planets don't have a breathable atmosphere, so you'll have to buy a space suit from the shop. The milkman can also be damaged by things on the planet such as dogs on Earth. There are other people on Earth too that will just walk around, but you can't interact with them yet.
Nothing can damage the spaceship yet, but I plan on adding asteroids that will damage the spaceship if hit too hard. I was also thinking of adding space pirates in certain parts of space that will shoot at the ship, and you'll need to buy weapons from the shop to arm your space ship. However, while I haven't add anything to damage the ship I have added something with the job menu I replaced the font with something not hand drawn now I can quickly add new jobs and shop items.
I also added the job to deliver milk to some of the few colonists on the moon in order to test out oxygen and the spacesuit.
All sprites and anything shown in todays devlog are subject to change.
Tomorrow I will work on dangers to the spaceship.
Day 5 Wednesday January 11th, 2017:
Today I got a late start but still got a decent amount of work done on the shop. I mostly worked on being able to set the price of objects in the store, and had little to no problems making it. The number next to refuel is the price, and I'll make that more apparent later.
The shop box is a little short in width and I may increase it's width to allow longer words. I also may change the font used in Refuel and Earth as they both aren't fonts but drawn in Gamemaker's built in sprite editor, and I'm not sure I'll be able to stay consistent with my writing. It works as expected taking credits and refueling ship to full. I made the price and action easily changeable, so all that is left is add stuff to the shop menu, but it's late so that comes tomorrow.
All sprites and anything shown in today's devlog are subject to change.
Tomorrow I will try to work on more realistic prices and stuff to add to the shop.
Day 4 Tuesday January 10th, 2017:Today I continued to work on making a song for the game, and ended up with something ok. After that I worked on improving how you deliver mail to people's houses. You just walk up to their welcome mat and press a button placing down the milk. I also improved the walking on the planet so it's less like driving the spaceship, but with friction and more like walking in typical top down games.
In the job menu after choosing a job if you deliver enough milk to the planet you chose you'll get paid for your work. This means it is not a good idea to deliver milk to a planet you haven't selected for your job, but houses may give you a tip if they aren't on from your job planet. Credits will be usable in a shop found in the place as the job menu. In the shop you'll be able to restock on fuel, and in the future there will be other things you can buy such as speed upgrades or an upgrade that makes you use less fuel.
All sprite and anything shown in todays devlog are subject to change.
Tomorrow I will work on a shop where you can use the credits.
Day 3 Monday January 9th, 2017:Not much was done today because of school taking up from 7 am to 3 pm then homework. However, it is a bit my fault for procrastinating, but you're not here to read about my procrastination you're here to read about what I have done. Tonight I had started work on making music for the game, but I had only done it once and terribly. So, I spent a couple hours trying to use FL Studio, but nothing sounded right. I'll have to try again some other day during this jam. I'll try to resume programming tomorrow in order to make actual progress. This devlog was pointless, but I wanted to document everyday of this jam regardless of how much was done.
The next couple of days will be spent with programming again.
Day 2 Sunday January 8th, 2017:
On day 2 I got quite a lot done and the beginnings of choosing a route thing, but before I get into that system I had to ask myself a question about how milk should be delivered. I had two ideas for delivering milk; launching it towards the planet from space or going down on the planet and selling it door to door. I made a diagram in paint to show the ideas.
I've only gotten feedback from two people, but they seem to like going down to the planet more than launching the milk from space which was shown on day 1. So for now I'm going with the landing on the planet, but any feedback is appreciated.
In the game when at your milk base you can access a menu to choose a planet to sell milk at. After selecting a job it displays an arrow on screen pointing towards the planet you need to sell milk at. The green bar at top is the fuel.
You can of course go down onto the planets now, but none of their surfaces are designed. Giving milk to people on the planets isn't finished yet. The whole landing on planets is a work in progress.
So that is it for day 2 I would have worked on it more, but I have school work to do that has a higher importance than game developing.
All sprites and anything shown are in day two's devlog are subject to change.
During week days I'm at school the most of the day so game development will slow down, but tomorrow I plan on working on the delivery route job system more.
Day 1 Saturday January 7th, 2017:
On day 1 I worked on the movement of the space ship which is working a lot like the original asteroids movement after a couple hours of work. The circles with a white outlines are filler images for planets.
I also worked on being able to send milk to planets but it is still a work in progress.
I also added fuel which may or may not be removed depending on future feedback.
All sprites and anything shown in todays devlog are subject to change.
Tomorrow I will work on set delivery routes which you can choose.
1. Hi there! What's your name? Want to introduce yourself?
Hey! I go online by the name Rad, or Radicalest.
2. Did you participate in the last jam we held? If so, what do you plan on doing better this time? If not, what's your reason for joining?
I have not participated in any game jams before and decided this game jam would be perfect as the name is My First Game Jam.
3. What games are your favorites? Did any of them inspire you, or made you want to make your own?
My favorite games include Terraria, Minecraft, Undertale, Telltale's Walking Dead Season 1, Factorio, Stardew Valley, Fallout New Vegas, Portal 1 & 2, Pokémon Fire Red. However, the one that originally sparked my interest in game development was Undertale as tobyfox wasn't a game developer before Undertale, and as many of the others were started by one or two people it made me realize that I could make a game too.
4. Do you have experience with game development? What did you do/with what engine?
Yes. I attempted to make a game in Java but didn't get far, so I tried out Gamemaker: Studio and have finished two games in it already. Those two games are terrible and small, so I'm using this jam as an attempt to make a larger and better game.
5. Tell us about something you're passionate about!
I am passionate about Game Development, and playing video games. I am also passionate about engineering. I'm just started getting into engineering so I don't know much about the different types of engineering and all the technical terms.
6. Any advice to new jammers (if you're a veteran)?
I am not a veteran, but I can tell new jammers to not start thinking big with their ideas, and to start small. Also have a rough plan of what you're going to do, but remember it's a rough plan and nothing in it is final. The rough plan is just so you're not scrambling on what to do.