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Grayscale

A topic by Paul created Jun 26, 2017 Views: 718 Replies: 5
Viewing posts 1 to 6
(2 edits) (+1)

Hey, 

So first time doing this dev log. Working on a game called Grayscale as you can tell. 

It's a puzzle-platformer. Your physics interaction is dependant on your colour and the world is also rotatable. I don't see an option to post up screen shots here as far as development so far goes but sure I'll make out my list and keep it up to date as I periodically work on it.

http://gph.is/2tadXSU


Because of the rotational element there will always be more than one way to solve a level so your initial way of solving the level might not be the fastest route.


To do:

  • UI
  • Music
  • Animations
  • Levels
  • Timer
  • Add Xbox Controller Support


You can follow me on twitter also for updates too i that's your thing  @pauljamesgaming.

Look cool. keep up

Hey,

So I added wall jumps and secret exits to some stages. Some work needed on making sure the player can't just fall through into secret area but this is a problem to be tackled a little bit later.  


I'm still debating with myself on how to present the UI. Have many, many more ideas I'm testing out currently so it will be nice to share these with you once they have a little bit of polish but sure we shall see.

Also have music being worked on which I hope to share with you very soon. 

For updates don't forget to subscribe here to be notified or if twitter is your thing then follow me at https://www.twitter.com/PaulJa...


Until next time,

Paul


Grayscale Secrets from Paul O'Callaghan on Vimeo.

So it's been a few days since my last update, didn't want to spam with every tiny update so I have a few. I made some good progress with the aesthetics of play :) was tweaking and tweaking and tweaking again. Fixing scripts only to find I forgot (sign of fatigue I guess :P). 

I also added a new testing level trying out the idea of finding the quickest route to beat the level since I would like this to be a core concept of the game.

A death animation and a basic finish animation has been added in, so next the plan is creating  visual cues to allow the player to know that they can't rotate the world when within it's radius.

Also made a script to allow me make levels in a lego format resulting in slow level making but makes the physics that little more better :)

Here is a video of the game being tested with music by Rhyss Davies.


Don't forget to follow me on twitter for more updates https://www.twitter.com/paulja... ;)


Until next time,

Paul

Hey,

So been a while since the last update here on itch but I have been busy working away on Grayscale among other projects. An updated version of the game has been uploaded and this will be the version showing at the Galway Games Gathering.

It's coming along nicely and slowly but is working nonetheless. Sorry about the late update but as you can see at the top the art has been tidied up but will probably still be changed and changed again. A few mechanics have been worked  on which are not introduced in the game at this time as it would be too much too soon in terms of level design and tie currently is of the essence for me.

Development unfortunately will have to slow down as I enter college again but will do my best to make sure that I have the best possible version of Grayscale to be released.

https://pauljames.itch.io/grayscale

Anyway try out the game if you like and please leave feedback as feedback is very important to me as I tweak the controls.


Hopefully next update won't take as long.

Paul

(2 edits)

Hey, 


So back from a weekend exhibition where I got to show off Mr.Grayscale and have to say it was a blast.

It was amazing to get feedback in person and see people actually enjoying themselves. 

There is now a Twitter, and Facebook page to follow, and also a Discord channel you can join.

Facebook:  https://www.facebook.com/MrGrayscaleGame

Twitter:  https://twitter.com/Mr_Grayscale

Discord:  https://discord.gg/qDfkn67



So dev log stuff. I have created a new mechanic that was solely for the exhibition for Mr.Grayscale of opening up blocks to progress through a level. This level turned out to be a success and a nuisance. It showed me again the importance of play testing a level with people who have never played before. Why? Well people struggled with this level meaning the difficulty spike was too high too fast. Some people enjoyed this, but others gave up frustrated that they couldn't finish it. 

On top of this, an older mechanic where only a few people were understanding how it worked through trial and error. So this means back to the drawing board. 

So I thought I may have been further in development than I was but I have now realised I am a lot further behind than initially thought.


Anyway until next time :D

Paul