🤑 Indie game store🙌 Free games😂 Fun games😨 Horror games
👷 Game development🎨 Assets📚 Comics
🎉 Sales🎁 Bundles

Yotes Games

62
Posts
4
Topics
50
Followers
6
Following
A member registered 1 year ago · View creator page →

Games

Recent community posts

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.

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!

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

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

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!

Weird biz... It's working on my devices and my friends' various phones. Try completely uninstalling the app on your device then re-downloading them from here. Maybe there's some carryover bugs going on. Gotta erase the old buggy version like it never happened

Posted in Galaxy 7 issue

I just uploaded fixed versions of the game. Should be smooth sailing now. 

Let me know if it still doesn't work for you!

Cool. I love seeing Itch.io improving over time. This'll come in handy since I post devlogs every week.

Posted in Galaxy 7 issue

I'm working on the issue right now. Seems to only be the android version doing this. I'll try messing around with settings and updating my Android software to see if the problem comes from some random setting in Unity that changed since the last Demo upload.


But for now, the other versions seem to work just fine. Hope you can play one of those in the meantime!

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

(Edited 1 time)
 

WAS planning on celebrating Independence Day with the sweet, freeing release of BGP Pre-Alpha 7.0, but then I checked my emails and something came up... Turns out I'll be hosting the Battle Gem Ponies panel at BronyCon 2017 after all! Now pressure's on because I have exactly one month to build an impressive Alpha to showcase in front of the biggest crowd yet.

Come get a big, juicy gamedev update on the official Battle Gem Ponies blog.

(Edited 1 time)

Battle Gem Ponies DevLog #124 (Stuck on Specials)


     Still working on making moves work properly, mostly struggling with making the changes display correctly. I have all the variables reacting how I want, but when animating them during the attack turn, things go haywire. The game is officially behind schedule, and I'm feeling the heat.

On top of all that, I'm feeling sick as all heck with a wicked cough.



Wrote a few drafts of how the panel description should go.
I find the Pokemon song reference (Alt 2) extremely cheesy, 
but I think it will connect more with people than name-dropping 
things from the Battle Gem Ponies story that nobody's ever heard of.

I'll also have my friend Robyn helping me out at the panel.
Maybe you've seen her around, cosplaying Doctor Whooves before.
  
 Completed:

  • Console Debug Logs for Every Tiny Calculation in Battle
  • Sketched Ultra Pony Ideas
  • More Random NPC Dialogue
  • New Panel Descriptions
  • BronyCon Panel Info Submissions

     
Lessons Learned:

  • My god. I should've planned an entire month for the combat system. This is messier than I thought it'd be.

       Got sick this weekend and am currently spending a few day bed-ridden and coughing up rocks. I really wanna leap out of this mess and get closer to the map building part of BGP's development.
__________________________________________________________

   Downloads:

    Featured:



Oh...

     Got some bad news in the mail... Looks like Battle Gem Ponies won't be at BronyCon in panel form. I'll still be there, but unless someone drops out, the game won't be onstage again. It's a blow to my marketing campaign, but not one I can't recover from. I'll still find some way to get the game in front of a million bronies by Christmas!

     But, in "things going well news", a senior editor at Engadget spotted me on Twitter and offered me a seat at an E3 indie discussion. But once again, my limited funding kills an opportunity because I have no way of attending E3. Flying over there, reserving a place to stay, and buying tickets to the show are all just way too expensive for someone dealing with double digit monthly income.

It's nice to be noticed though. Kinda validates time spent writing these blogs every week, ya know?
__________________________________________________________

     I've still got so much work to do, but I'm almost at the fun part. Just gotta sweat through this last bit of hard coding...

Battle Gem Ponies DevLog #123 (Step-By-Step)

     Development is crawling along. Coding each attack move by using special keywords seems so simple in theory, but in practice, so many tiny things go wrong and break the battle system in a variety of brain-melting ways.

Get a peek at what was done this week! --> Battle Gem Ponies Development Blog

Battle Gem Ponies DevLog #119 (Functional, but Not Fully)

At this rate looks like it'll take maybe a couple weeks longer than expected to reach code completion. But getting the major hurdles out of the way has been the primary goal of this month and I'm wrapping those things up as this blog is being written.


Take a look at the rest of this week's progress in the Yotes Games DevLog!

Battle Gem Ponies Demo Update! (Ver. 6.8)

Watch the BGP Trailer!
The latest version of Battle Gem Ponies has arrived! This update features randomized wild encounters, 6 new ponies, and the ability to ride on some of them. Other features have been tinkered with but are incomplete for the most part. Update 7.0 will have to be the feature-complete tech-demo of the game, bug-checked and released by the end of April.

Looks like Steam Greenlight will be shutting down permanently any day now, so this may be the last chance for the game to get through. So, if you'd like to see this game on Steam someday, be sure to give a thumbs up on the Greenlight page!

Find the Battle Gem Ponies
Download Link on Steam Greenlight!

(And check back here for more monthly updates!)

I probably just need to update Unity and build the APK with 7.0 compatibility checked. Last time I uploaded, the game was made for the 6.0 family.

Battle Gem Ponies DevLog #115 (Miss one Mark, Make Another)

The Battle Gem Ponies Steam Greenlight Campaign is still ongoing, but the service is rumored to be shutting down some time next month. I can still update the game and hope for a miracle before Greenlight closes it's doors for good, but at this point I'm not expecting to make it. BGP will be pushed as a mobile game, but will still have PC/Mac/Linux versions available through Itch.io.


It doesn't spell DOOM for the project or anything, it's just a demonstration that people need something more polished than what I launched with to make it at this point in Steam Greenlight's troubled lifespan. I'll try again via Steam Direct once the game is actually complete and see if I can get a different reaction on that platform. Just hoping that it doesn't end up costing an arm and a leg.

Read More: http://www.yotesgames.com/2017/03/battle-gem-ponies-devlog-115-miss-one.html

So, About BGP's New Look and Copyright...

This is a post about clearing the air of any C&D worries. Written to break down just how legally safe this is once and for all since the majority of comments I see for this game revolve around conversations of "this will be taken down because X looks like Y".


Hopefully some explanation combined with the game's recent graphical update on Steam Greenlight will put those Cease & Desist concerns to rest.

Get the full blog post here: http://www.yotesgames.com/2017/03/so-about-bgps-new-look-and-copyright.html

Watch the New Trailer!

Time for round two! Battle Gem Ponies is back and better than ever thanks to feedback from the Steam Greenlight community! The turn-based pony RPG now features much more original looking characters, various new environment sprites, and some renamed moves and characters.

If you want to check out the newest build for yourself, just click the link below. If you'd like to see this game on Steam someday, be sure to give a thumbs up on the Greenlight page! You can download the demo itself right here on Itch.io!

Vote for Battle Gem Ponies on Steam Greenlight!

(And check back for more monthly updates!)

Posted in Hype Thread

The February update is on its way, just a few more bugs to fix before I upload it. I'd rather be a day late with a perfect build than on time with game-breaking bugs intact. Should be done before midnight, but look for it tomorrow.

Battle Gem Ponies DevLog #110 (The Redesigns)

The long-promised February update is coming this Friday and one last week of bug crunching is underway to make sure it plays perfectly. This way, future builds will be off to a fresh start and development can be focused on new features.

Check out this week's progress on the dev blog: http://www.yotesgames.com/2017/02/battle-gem-ponies-devlog-110-redesigns.html

Battle Gem Ponies: New Look Implemented!

Despite the cold I've had all week, I managed to make progress on the February BGP update! Finally finished importing all the new sprites and tiles for the overworld! All that's left now is some bug fixes and a way to toggle the touch interface.

I'm also still not sure about which color scheme to settle on for Poni-Bot and I still want to try to animate all the current Move Tutor attacks. For now though, things are coming together nicely and definitely call all the graphical changes improvements.

We're on track for releasing the February Greenlight update by Friday, so hang tight! I wanna thoroughly playtest this time and make sure all the bugs really are fixed.

DevLog #109 (Valentines Day)

Been drawing lots of pretty pixel people. Bigger versions of the NPCs used before. Regarding the overworld's art direction, I think of it as a mix between Gen 3 Pokémon & Wind Waker styles while the battle scenes are a sort of Final Fantasy 6 & My Little Pony art with a Pokémon interface.


Hoping to get some more tiles redone and fix all the bugs from the previous version by Friday so I can try to get a new update out before the 25th. I still have a bunch of moves that need to be animated and lord knows fixing the controller input bug is going to take a while.

Read On: http://www.yotesgames.com/2017/02/battle-gem-ponies-devlog-109-valentines.html

Plans for Demo 6.5 & Beyond

Instead of delaying the update I promised Steam Greenlight towards the end of February (with the risk of missing the month entirely), a midway update is coming.


One with the graphics changes I need to make this game distinct from Pokemon fan games and the ponies distinct from the MLP canon and fanon characters. Also, with much needed bug fixes and a few new fully animated moves.

This will allow me to keep my advertised monthly playable demo schedule and not stress so much about getting a build out that I skip a thorough playtesting session before release. Demo 7 will be a code complete version of the game released in March. All battle mechanics and overworld functions will be in working order, even if the graphics will be placeholders. The playable release will simply be one last Pinto Island demo but with complex battle moves, complete animations, proper leveling mechanics, and in-game cutscenes.

The April demo, will then be the first story release. A playable version of what I have planned for the beginning segment of the game, featuring the first 3 towns and the routes between them. The builds that follow will be separate pieces of the final game's adventure mode that show demonstrate my vision for the game while getting people hyped to see more.

Game development is a messy process that always, always, ALWAYS, takes more work than you were expecting, even for the simplest of things. Here's to hoping that by giving myself even more breathing room, I can get something solid out there people can enjoy.

Battle Gem Ponies DevLog #108 (More Spriting)

Making a video game about ponies over here. Drawing lots of new sprites and it's taking a while to get 'em all looking just right from 4 angles and in motion alongside 16x16 pixel tiles. By Friday they should all be in-game and I'll be waist-deep in bug fixing.


Read the Full DevLog Here: http://www.yotesgames.com/2017/02/battle-gem-ponies-devlog-108-more.html

I did consider having a bunch of key items, but ended up simplifying it because it should feel like your pony can help you overcome obstacles.

Battle Gem Ponies DevLog #107 (New Drawings, Bug Fixes)

Lots of spritework was done this week and it's not even close to over yet. It may end up delaying the next build by a week, but it should be worth it with all the improvements being made.

Read More: http://www.yotesgames.com/2017/01/battle-gem-ponies-devlog-107-new.html

Posted in Free full game?

No. But there will be a free trial version released alongside it to help plaers decide if the full game is worth buying.

Your device may think the game is a virus and prevents it from downloading. Try finding a way to allow downloading from unknown sources in the settings menu.

Posted in iOS compatible?

When finished, this game will have an iOS port. All versions are set to release at the same time.

Battle Gem Ponies DevLog #105 (Thoughts on Greenlight Launch)

This... has been one hectic week, and it's only Tuesday.

Let's talk about what I've learned from releasing the BGP Pre-Alpha on Steam Greenlight.

Full Blog Post Here: http://www.yotesgames.com/2017/01/battle-gem-ponies-devlog-105-thoughts.html

Battle Gem Ponies DevLog #102 (Pony Surfing in the USA)

I can't get over how cool this is.

The pony surfing mechanic is so fun and feels so good that I feel like doing even more with it. All I had in mind before was quickly traveling across water, diving into a secret dungeon, and navigating whirlpool puzzles. Now I feel like adding some simple minigames and speed challenges to make the Sapphire Sea segment of the game even more fun.


It'd be so great to have it be the opposite of the Hoenn ocean segment and be one of this game's highlight moments instead of a boring grind like ocean exploration parts feel like in Wind Waker and Pokemon Emerald. Plus, this gives players a way to bond with their pony. Can't help but love your little buddy a bit after speeding around like this.

Get a few GameDev Updates below!
http://www.yotesgames.com/2016/12/battle-gem-ponies-devlog-102-pony.html

Demo 8 for Steam Greenlight?

With the game's delayed development in mind (from one hell of a Summer to a very distracting Fall) I'm currently thinking of ways to still keep my "Coming to Greenlight in January" promise. The one I made for myself as well as anyone who'd listen. I wanted January because I heard that the early Mondays of that month were the perfect time to get press attention.


So the plan was to blitz a bunch of press sites and forums the Monday after Magfest and get as many people to check out the latest build of BGP as possible. By the looks of things though, that build may be Demo 8.0 (the Pinto Island demo) and not the beginning segment of the game with tons of polish like I had wanted.


With that, I may still be Greenlit with the help of the brony community, and could even catch the eye of gaming sites looking for Pokemon fan game related scoops just as Sun/Moon hype is on the decline and Pokemon GO winter updates are either released or proven to be rumors.


Should things go swimmingly, I'd still like to have that big story update come out piece-by-piece. I'd like to release 3 different segments (one month at a time) showing off how great the final game will be. From the beginning to the end of the first forest, then a batpony hunt in a cave further along in the story, then a level where you confront the game's villains in a way that leaves you wanting to see what the rest of the game could be like.

I'm hoping this course of action succeeds in drawing attention to the project. A launch that gets tens of thousands of people onboard in that first month is ideal. That's why I want the Greenlight campaign to rally up as many folks as possible. When BGP comes out, I want everyone to know it! By giving people a good demo and showing the game's improvement over time, I'm hoping people recognize this as a project from a developer who really cares.


I am promising to make a game that is worth the average Pokemon fan's time as well as anyone else patient enough to give this unknown game from an unknown developer a quick look.

This game already has 2 musicians handling the soundtrack, but I'm always happy to bookmark musicians for potential future projects.

Battle Gem Ponies DevLog #100

Battle Gem Ponies! Two years and over a hundred weeks of development... All to will this Pokémon-inspired brony fan game into existence. A clear vision is finally in place and all that's left to do is chip away at building this thing piece-by-piece.


I have never worked on a game for this long before (Unicorn Training only made it to 64 Status Reports) and I'm really feeling the effects of being overambitious. The hardest hump has yet to be crossed as the game's pre-alpha is still under construction. I'm coming out of Thanksgiving weekend on a tight schedule to make the January Steam Greenlight deadline!

Read the rest here: http://www.yotesgames.com/2016/11/battle-gem-ponies-devlog-100.html

Travel Moves Vs Ride Pokémon

Since 10th grade I've wanted to make a Pokémon game where, instead of HMs, you simply needed to have a monster in your party with the physical capability to accomplish a task. Strong Pokémon can break and push boulders, winged ones can fly you around, and Water types can swim with you. Simple stuff that still compels you to diversify your team. The way things should be, right?

But then Pokémon Sun & Moon does ya one better. Who says they need to be your Pokémon? Pokemon can be summoned and teleported right to you anyway, so why not just have ones like that appear at will and not affect your team composition at all? Much more fun and stress-free than worrying about party composition and sacrificing move slots. It's an elegant solution to a decades old problem that ended up being better than anything I've thought of or heard about before.

Trouble is, I really should've thought of that sooner. Looking at my own game, the whole Travel Moves idea I've written pages about in my Game Design Document feels so needlessly complicated now. Like I should come up with some Key Items to handle overworld stuff instead. BGP can't just have players swap-in pony gems whenever they want, because that would break the balance of the game's adventure mode. So I'm currently considering the following:


Map of BGP's Pinto region (for reference).

All ponies can do simple things like break/push boulders and cut trees. Only 10 of the 60 ponies are ridable and each will have different speeds and animations (useful for challenges I can design for Agility Road). A Sweet-Bot call service can act in place of Teleport/Fly/Dig and just be an overall simpler fast travel system to get to the nearest town or route checkpoint. And finally, a miniboat key item capsule someone gives you on Carmine Island can be used to explore the ocean at high speeds while the underwater segments can be limited to just the Sapphire Sanctum where Lumina alicorn's magic can be the excuse for undersea breathing.

Going with these plans instead of the Travel Moves idea gives BGP the overworld convenience of the latest Pokémon games and will make for an overall more fun experience as player's won't have to worry so much about who's on their team just to progress through the game and find hidden items.

How do you feel about this change of direction? What other aspects of Sun & Moon would you like to see BGP learn from? Let me know in the comments and I'll respond as soon as I read them.

(Edited 1 time)

Battle Gem Ponies DevLog #99 (Getting Somewhere)


New "Spotted!" letterbox, inspired by Sun & Moon Can't believe we're on DevLog #99... Last of the double digits. That means I've been at this for well over 100 weeks now counting pre-announcement dev time. Vacation week is coming to a close and I'll soon be putting a hard limit on my Pokemon playtime. Gotta get back to cracking down on that Greenlight build.

Catch up on this week's progress on the BGP Blog!

Battle Gem Ponies DevLog #98 (Mid-November)

I know for a fact that I won't have Demo 6 out in time for Sun & Moon. And I'll likely spend a week playing Sun and feverishly taking notes and looking into what improvements fans are latching onto to make my own game better.

In light of that, a midway build was released on Itch.io to at least give players a build with some bug fixes and a tiny bit on polish. Get the rundown on recent events below. (You can even take a peek at my new OC pony if you're curious.)

Blog: www.yotesgames.com

Oh, GOD I'm still working on this thing? And it's not even past pre-alpha yet?

Feels like I've been working on this game my entire adult life. And I kinda have, considering this started as a Pokemon fan game when I was in 10th -11th grade.

Get this week in gamedev: Yotes Games Blog

Plans for Markets & Pony Health Centers

When thinking about what I want Pony Health Centers (still not sure on the name, but the default is starting to stick) to look like, I think about the functions they serve as well as how they fit into a city's layout. You walk in, approach the giant glowing crystal or healing machine, a heart symbol fills up, and your pony is completely healed. While you're in there, you can walk over so some computer/machine that lets you customize your gems. Throw in some NPCs, gemstone motifs, and decorations to make each one feel a little different, and there ya go.


Unlike Pokemon though, I feel like there's a benefit to keeping shops separate. Makes you want to move around the city more, gives you a different song to listen to, and allows for a mini mart to have a distinct feel. Like it's a real place in this town everyone goes to for groceries and trainer supplies. To make them a tad more special I want to have each town sell a different set of specialties. Like maybe one town sells a certain set of move tutors and another sells battle items that match the town's theme. Maybe one town's store has a little bakery built into it.

All these things service the gameplay and world building needs of Battle Gem Ponies. I just felt like sharing what's on my mind for them with you this week.