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Yotes Games

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A member registered Feb 01, 2016 · View creator page →

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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 #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

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 #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 #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 #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 #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 #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

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 #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. 👾 - www.yotesgames.com

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 #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 #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 #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 #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!

Heh. This stumped me too. There outta be a tool tip for that somewhere. Using the documentation didn't tell me why this was happening at all. (Or maybe it's kinda there in the patch notes,  but not clear enough.)

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!

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

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 #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 #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

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 #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! 🎮💎🐴
yotesgames.com/battle-gem-ponies-devlog-155.html

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

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 #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 

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)

Posted in Hype Thread

Would You Support Yotes Games on Patreon?

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!

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!

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!

Posted in Hype Thread

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!

ALSO: Check out the new Yotes Games Patreon and consider pledging if you want to help the game reach new heights! 

Donate at: patreon.com/YotesGames

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 #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 #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!