Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Tyro Knight Vers 0.1

A topic by ScopeRicrit created Apr 05, 2022 Views: 2,909 Replies: 72
Viewing posts 22 to 41 of 61 · Next page · Previous page · First page · Last page

Day 33, Alright I'm back with some good news, the gif is smooth now and have 1 MB in size, perfection :) Alright let's just go to the things

Here is two gif this time, pretty pretty good.

Ah yes, I forgot to apply the background. Here some unused stuff (not these stuff from the gifs). In the last footage, I want to apply a scrolling camera that go two rooms instead of one, its feels neat to swapping between metroid(room) camera and a scrolling camera. But now it was scrapped, it not really work for one reasons, maybe I bring it back to life someday, but we'll never know :( Also slopes also scrapped because it a bit useless and only for aesthetic and a blocky room pretty much fine.

Now to the stuff:

1. New enemy, fly over you and shooting three bullets before dropping it self to you, only down.

2. Added acceleration and friction, don't worry, it will not feel like running on ice, going for Celeste running kind here, short acceleration and friction, also added it to the enemy but now that feels like ice, still adjust it.

3. And the big one, minimap, a room will show up in the map if the player gets in one, you can see it in the pause menu, pretty much inspired by Raider Kid and The Ruby Chest (the game is in itch io if you want to search, I pretty much copy this mechanic). The rooms in the minimap have a line connecting to each other, and the player is marked of course. Though this minimap don't work yet, I'm still in the process of making it. This of course can make navigating through the cave easier, and probably going to secret rooms easier, since the connecting line exposed them a little bit.

Well that's all people, goodbye and will see you someday ;) Finally a lot of things to apply and inspirations too, feels great :D

(1 edit)

Day 34, alright I honestly got no new concept, there's only some bug fixes and few more graphic updates. I don't need it anyway, this post is more to future planning for the projects.

No new concepts, so no gif to give

So I've been working on the game's second prototype, just need to layout the level design, do my best to balance out the platforming and puzzle, and most importantly the fun in this game. And I need to know the possibility of the layout can be, whether red tile can be used as floating platform, using a blue gem to change the rotation of another blue gem (yes, that is possible), and more. I really hope I can make this game fun, which is really it supposed purpose.

Now I'm gonna talk about the planning stuff.

So when I upload the prototype into the world of itch io, I'm gonna go on hiatus(don't know if spelled it right) or not working for this game for maybe one week for other more smaller projects, maybe a game jam or something, why? Well simple, learning. This project isn't actually my second game, it is second in public, this is the third fully worked project, but that true second project was never released because of lack of innovations and true fun, its a platformer, basically my first experiences is in platformer. That project took few month or maybe a year (most likely months) to make, which was massive in indie standard, and that time was wasted for a boring, uninteresting game with hard difficulty. This game, I am not proud of that.

But still, that because of lack of productivity and back then I pretty the newest for the engine (Godot), back then I don't even know how to make animation in code. Now  I'm more experience, still a beginner, but I still knew what I was doing. And now I know it could be done pretty quick, proven by my own previous game, A Probable Null, which still has holes, but still good enough. And I'm now wanna learn again but bigger and bigger overtime, to know how to innovate better, collaborate better, and the best of all, make the overall experience greater. After the prototype though, I still want some feedback for this game.

Well that is all people, goodbye and will see you someday.

Day 41, Alright everyone the prototype is done and ready to launch, I won't fix any bugs present because I'm participate in a game jam. Still feedback on the game in general are greatly appreciated. Also I made a mistake where I don't put the prototype link in the first post, and as a result some people who visit this devlog might didn't think there are existing prototype, This mistake won't be repeated. Also also there some small changes like texture updates and few big notable ones.  

Well that is all people, goodbye and enjoy the game :)

Day 44, The game I made for the game jam has failed by a focus on story mistake :( Okay let's get to the chase.

No new mechanic were being made except for the scrapped scrolling camera, it has been revived yay :D

But there is new concept: The game's areas. Here's the picture of the concept art in the form of PNG


Wow when I made this it look basic but now it look like an actual concept art. Also this is a metroidvania what a surprise right.

I gonna explain some of these stuff:

1. Minecarts can run automatically or using magnets to move around above rails, magnets that you can use for ropes with a metal block at the end.

2. Gliding Paper is a one way moving platform gliding down, most likely used for one way trip through large gap.

3. Jelly is used just like bouncing springs.

4. Gear that can be rotated by throwing rocks at them, most likely scrapped and replaced

5. Crystals has no concept yet, might be scrapped.

Like a good metroidvania, it has connected, branching areas that have some different or completely distinct mechanics in each area that make the experience fresh.

The existents of this areas can be easily explained, like Stone Dump, being a place to dump stones to use later; Asteroid Corpse being a destroyed asteroid (Except for the OakGear Piles, gonna change it to OakGear Machines). But still, can't hide from the fact that these area can fail and gone, reduce to atoms. So these areas can changed partially or completely in structure and concept.

That's all people goodbye and see you someday ;)

(2 edits)

Day 47, The Bursten Riverfall (Water-mechanic area) and JellyPaper Canteen are in the works, Stone Dump pretty finished.

And behold, a very smooth gif about two mechanics B)


As you can see, there are water tile now, and waterfall are in the works. And no, the water does not make you swim only, you can still dash and throw inside the water, albeit with slower movement except for the dash, its still normal. And you can dash anytime in the water even if you are afloat. A Breathing Meter... I don't think that will ever exist :\

And that pink thing over there? That's jelly, you can bounce on them, this is literally the re-art of the springs. But it also do something else interesting. There is a dash jump in this game, which is jumping right after a dash. You can dash after a jelly bounce, which means that you can literally double jump. Bounce on jelly, dash, and jump. BOOM! I created a double jump accidently, another glasses for me B)

There another thing I want to announce, new title cover. It contained all existing mechanic in the current prototype. Just take a look!


This little image gonna be present today, still it gonna be changed later on AND most importantly yeah other people have different taste. So if you can and want, please leave feedback on this image. It really helpful. And also the prototype is gonna listed in browse and search.

Okay then that's all people, goodbye and will see you someday ;)

Oh yea I participate in another game jam so wish me luck :D

(+1)

Day 45, the waterfall is finished, one new platform is introduced, and a system is implemented to the game :)

Here is another smooth gif


Note: That line is just rendering issue

1. I counted every part of the waterfall, the top of the edge of the cliff, the middle where it flows down, and the bottom where it splashes. Though it just an aesthetic choice. 

2. Speaking of flow, there's flowing water, it pushes the player at specific speed, most likely used for a gap where even dashing can't get you over or as a bit of a challenge, like throwing when moving or trying to not fall off the cliff by the water. This is also aesthetic and a bit of logic choice, I mean flowing water pushes you a little bit :|

3. If you look closely at the pool of water on the right, there is a floating platform for this area with an added feature. You have to be careful for the platform's underside, the bottom is sharp.

4. A new physics system is added to the player, inertia? (Really, I don't know if inertia is right for this) You jump along the flowing water or moving platform. This was done by adding another velocity to the player.

Okay then that's all people, good bye and will see you next time ;)

(+2)

Day 46, there are no new mechanics introduced because I've made a new book. No not like lore book  , no no. It's room design book. Tyro Knight Room Book (I know, creative name there :) ) 

Now I can't provide a photo of the book because of privacy reasons (And also because the book looks messy and look like a child's very first art and craft but hey something is something :| )

This little gem is of course gonna be used for the game's rooms design. It has room ID and the stage the room was in. Why didn't I just used a skecthing app to draw the level out? Well... Because I'm not gonna touch the computer alias where I'm make the game literally for a month for vacation reasons. This book is handy so I wouldn't just think the room there and then forgot about it. And also this book is inspired by Goodgis

Well then that's all people, good bye and will see you next time ;) 

Day 47, there's two mechanic introduced of the area's concept, Moving Paper Platforms and Magnet Minecart. "But we already have feather moving platform :0" I hear some of you saying, but the feather platform doesn't work, I will explained it(and for those that don't know, go to day 11 for more detail).

Here's the clip


Here's the mechanic being introduced:

1. Moving Paper Platform.   It doesn't look like it, but that moving platform is made out of paper, moved by good ol' magic, bounce and switch direction by jelly, and no that particular jelly doesn't work for our little knight here. Why not use the feather platform with paper texture? Well feather platform changed the knight's both velocity because of it's collision, so the player fall off the side, this is not how it work, definitely not. And it uses pathing to get to the point it go, so applying inertia is impossible without direction calculation. So I remake it into current design, this time using actual velocity, so inertia is easy now. Also it only go left and right ;:\

2. Magnet Minecart.   The minecart is basically sideway rope, this time used over rail gap. The lore bit is you insert the magnet for the rope and use it like a lever, moving it left or right, it only go to rail bump, no beyond, sadly the animation weren't made yet for our knight :( Also there's lantern variation to the new minecart

Remember, this two is used in different maybe far apart areas, so they not make each other useless.

Also here's some minor changes to our little knight:

1. Added blinking to the animation

2. Improve the throwing and the grabbing rope animation

Well that's all people, goodbye and see you next time ;)

(1 edit)

Day 55, I am back now, no new mechanic this time, it's a full on boss now, Laratin Minlie (I can't stop giving names to something or someone).

Here's gonna be the first boss in the game, she is a girl. The gif is super massive, I don't want to resize it if it mean resizing every single frame.

Here's Minlie, trust me, I don't copy Minnie Mouse name alright, at least it's better than Minty.

Minlie was in progress of making, so no footage. Her battle take place at the end Stone Dump and the entrance of the Bursten Riverfall.

She has a cannon hand that shoots long rods, she also has leap legs, if she bounce(jumping right after landing, like on a trampoline) and create a shockwave. This particular boss is a little bit inspired by The False Knight from Hollow Knight (mhm, the word Knight is real trending in the industry) in term of personality and gameplay.

She's panic with sweats when her health is low, just like him and she uses projectiles (which is upside-down falling spikes) when panicking, and she's not a guard, she still training, you suddenly met her, and there's no bell alarm installed at Stone Dump nor Riverfall. Well I accidently copy the second one, what is meant is the player uses the upside-down spikes to partly damage her, and she using it against you.

There's still a lot of things about her, but this time, I won't spoil here, I don't want to spoil to far.

Now that's all people, goodbye and wait also I had a Twitter account now for marketing purpose, you can go check it out now. I'll start post today ;) Okay goodbye

(1 edit)

Day 61 - A new concept art was made and a new design for the game is created :)

Meet Rizilt Nelson, call him Nelson. As you can see, he is a chase boss, of course he's chasing the player. The player has to reach the end to defeat him.

What you might not see, is his mechanics. Now I don't really want to spoil too much like Minlie's did, but I made Minlie as a way to teach the player the red gem and the blue gem (sorry green gem :(  ) and to show her personality which is confident with her weapons, but very nervous if injured badly or weak against enemies (Oh yea so technically she is a stone cyborg, she has machine-like body parts :l I didn't expect that trust me.)

Nelson is a scuba diver, you encounter him after Minlie (not immediately after Minlie). He is protective, especially toward children. He's afraid of heights, but he's good underwater because you float in water, you don't fall and break your bones if you already swimming, and he no need oxygen to live. Also, that tank is fuel for his movement. You can basically tell where you encounter him, yup at the second area, Bursten Riverfall. The rest of his appearance is already explained in the concept art. I don't know if I gonna make him a species for a bit of uniqueness, maybe a fish or a crocodile.

Now Nelson done, let's talk about the second thing I wanna talk about, Notes.

Notes are on the wall for the player to read, these have helpful tips on the mechanics of the game, teaching the player what does it do, what to do with it, or just to know their origin.

These we're already implemented before as a tutorial, but I want to get a fuller use of it, so if it had the potential to teach the player the mechanics, then why not.

I want to make the boss now but I need to complete Stone Dump first and then apply Minlie... and then the Riverfall..... Oh

(1 edit)

Day 62 - No new concept today because I just made a full-on soundtrack for this game. 

Again, I can't provide the soundtrack because it's beyond max size and there is no such thing as uploading audio for a comment :/

But what I can do is provide the png of the soundtrack and the soundtrack is uploaded at my twitter post, yay :D


This soundtrack's name is Creep Of A Long Fall, played at the first area, Stone Dump. It intends to have a mysterious and creepy vibe.

You literally and figuratively fall into a possible abandoned mine, barely survive the fall and immediately weaken, how is it not scary at first :|

Now, this soundtrack won't be played every time the player get to the Stone Dump, after reaching Riverfall, the soundtrack is calmer, knowing that every mine, especially a live mine has another exit and you seek that same exit.

And before I go, I want you to know that this is the first soundtrack that went public ever, I tried in the past, but wasn't really good. Also I got another thing, but tomorrow alright ;)

(+1)

Day 63 - A few things is added, but only one new idea. Most were inspired literally today (or yesterday) by the GMTK, one or two... or three on my own.

Here's the picture for the one that I that one new idea, it already developed, and no not bosses again >:|


Ooh sorry if its too big, I didn't expect these to be huge :\

What you'll seeing here in the first one is the minimap, looks normal right? In the second one, it is what I call the sub-minimap.

Sub-minimap covers an sub-area of a area, and actually the sub-minimap points out where the player was. There's a view button near the sub-area, click it and see the sub-area and the descriptive text for the larger area it was in (like Kirby, but only it's timeline or backstory of the area, not complete lore). While this look like a recipe for clicks and clicks desperate to find where the player are, remember, the areas is high in variety (hopefully I can put variety) and so the areas in the map are colored differently, the results are much fewer clicking button needed, so don't worry ;)

I know the contents of the devlog in now uninteresting, but I just can't really focus on a ideas, see the rest of the devlog and concept we might get ourselves scope creep (ha my name) like situation. Sorry friends I hope I can solve or adapt to it.

Now the problem done in the conversation, lets talk about the other updates:

-Added jump buffer, lean, and squash and stretch to the player(jump buffer for helping the player, the rest is for juice and seasoning);

-Makes vertical scrolling camera to move when the player's on the floor so it won't bobbing up and down (So no mild sickness);

-The Green gem design is changed, throw rocks at them teleports the player between them (very major why I didn't fully talk about it a lot);

-Accessibility menu is still in works.

The first and the second are super inspired by GMTK's very recent Platformer Toolkit, the game make you learn the component of platformers (there are no best answer for the platforming). I suggest you check it out if you make platformer for a living. Here's the link https://gmtk.itch.io/platformer-toolkit (please note that I did no copyright or piracy of this I just recommend, I was too worry that I unintentionally sparks a controversy :(  )

Also I want to make game-building more efficient and faster by building some system on some stuff, I already do that already on few. And an accessibility menu on colorblindness and deafness, colorblind is in focus, there are only one audio in the game that is music. 

Ok goodbye friends and see you next time ;) (Oh boy this gonna be hard time)

Day 77, I almost got nothing to talk about except for one thing or few things that I forgot, the accessibility menu.

Hey I'm back, still alive. Back from vacation now, still want to gamedev while and after :)

Anyways, here's a screenshot scooped up by copy screen and paste on canvas.

To clarify, there are four options for this menu. Let me explain all.

1. Colorblind Filter

This change the color of the gems, the core mechanics of the game, in case the shape doesn't cut it. 

Though the configured color is not really great, maybe I change it to something else; 


2. Remapping Controls

If you new to access, it lets you change the controls to any key you want. Dashing and throwing is defaulted to X and C, but can also used for mouse Left-Click and Right-Click, so you can play this keyboard only, but not mouse only. And also when grabbing rope, going up and down is default to R and F.


3. Simplified Notes

There are helpful notes regarding every mechanics except for most enemy, all bosses, and few others, those who don't understands easily or just a quick reader can see the concepts from the notes by enabling the option, the name will change soon.

4. Visualized Sounds

There are sound effects planned very soon for the game, Visualized Sound can occur near an possibly important informations like upside-down spikes ready to drop or an upcoming minecart from a tunnel. You can configure the transparency of the sound.


And that's all people, here's a bonus for this day. Low quality, but most likely acceptable in the community of memes.

Day 83, the second demo is released, the game's officially changed from version 0.0 into version 0.1 :D


Though tbh, the game is still the exact same... but shorter in terms of level design, but the water area RiverFall is still in wip phase so don't you dare think that I didn't care about level design >:( And other things is added to the game, like pause screen, accessibility settings, the first boss in the game, Minlie, tutorial notes, and more.

And also this is the new game cover now, is it good? is it ugly? I don't care, I figured the cover out in the future :) And to save you a little bit of time, here's the link https://scopericrit.itch.io/tyro-knight

Alright everyone goodbye and see you next time, thank you for seeing my progress and have fun.

Day 96, just finished a game jam few days ago, rating submissions and all that. Couldn't upload yesterday because of rough stomach pain and several puking.

Two things I want to show here, more effective collision shaping and new player design.

Let's see the collision shaping. This collision shaping only for the editor. It designed to have Vector(x and y) that determine it's shape at the start of the game. For the sake of efficiency of tiling :) Since slapping the collision to the spike tiles can damage the player at least 2 times, I have to manually make the collision myself. But making the collision is tedious |:( you have to add the collision node, adding and configuring the shaping, and if you duplicate it, you have to make it unique. So I make this to make it easier. Extra effort can make things easier and quicker.


Let's see the other one, the player now have a new design. If you are an eagle-eyed player, you might notice the player and Minlie are scaled down, if you think about that, good job of the guessing :D They have been scaled down to 0.75:0.75, or 25% smaller. The player's old height is 24 px tall so he can't fit into two tiles or 16 px corridor in 1:1 scale. Minlie is scaled down as well because if not, she would be the size of the player. So I make the new design. He looks like he's been drinking youth potions or look like Mini Mario :) Either way he's now at the proper 16 px tall and less than 8 px wide, and the same fate go to Minlie as well.


Okay that is all people, goodbye and see you next time ;)

Day 117, yes the day count are now accurate now, previously I count them in my head and turns out it was wrong by a lot of margins :(

I have two things to talk about:

1. Remember R. Nelson? The second boss of the game? I've change his design into a cavern anglerfish being casted a spell that makes humanoids, including Minlie

He's turned into an angler man-fish named Anglor Lophis. I for some reason make a concept art instead of... you know... continue the progress :/


2. The player shooting system is now reworked completely, why? Because of a game-breaking dilemma. Originally, you are required to get ammos(gemrocks or just coins) to progress. But you have three lives and it probably won't be upgraded, so healing is a smart gamer move

But how to you healed? 25 of the ammos required to progress. So either you died a lot or softlock the game because you ran out of the ammos

So now we have a new auto refill 5 bullet system where the refill timer is slower the more ammo you have, the new healthbar or armorbar being the helmet, chestplate, leggings and boots. And you required 5 bullets to heal or repair your armor


So that's all people, and the New hurt animation for the player is still worked and I got a list of tasks for this game so no this game is NOT abandoned ;) 

(2 edits)

Day 125 - I think got a more consistent schedule for uploading on this devlog, once for every week.

Okay, I got two things to talk about, Hurt Juices, and Minlie Reworked Battle.

1. Hurt Juices, no it's not a potion given from a scammer with harmful effect. It just a new animation for the player and a red vignette playing whenever the player is damaged, and also armor particles shatters out when damaged.

The player is damaged by the spikes

2. Minlie, I'm planning and still in process of reworking her battle. One reason is to make her battle more interesting, she pretty much just hop and shoot and that's it, so I made the... no. The second reason is to reduce the spoiler damage that I've done few weeks ago. That's the reasons, that's it. Before I go, I want to show what her new appearence was, just like the player, Minlie was scaled down into 75% of her size, if not she's the size of the player. So now she's two pixel shorter.

New Minlie Appearence, She's now two pixel shorter
(+1)

Hi!

The game looks fantastic! Just a few questions:

1. What game engine are you using?

2. Are you planning to release it on steam or anything like that

:D have a great day

(+1)

1. Godot Engine vers 3.4

2. Just here on itch io, I don't feel like the game is fit for Steam, besides if I were, I gotta do two whole marketing, I'm just one person

(2 edits)

Day 133 - I've drawn a concept art instead of working on Minlie again, at least the concepts gonna be used, most likely :/

Here's the drawing

Concept art for the Riverfall area

There's a lot of it, 3 Tiles and 4 Creatures. Let me explain them

1. Seaweeds, allow you to hide from enemies stealthily, allowing you to heal or to do puzzle solvement if a lot of enemies are right near it

2. Quicksand, it sinks you and a few seconds in it will damage you, maybe holding jump to get free for hand accessibility 

3. Floating MossBlocks, drops after stepped on and do a respawnment after it descent to the watery void

4.  Anglerfish, the classic follows you around if detected you, only be limited by water and emitting light

5. Bluglo fish, basically a fish version of firefly, hiding at the bottom of the water area where it'll be pitch dark

6. Seaweed Octo, if seaweeds don't interest you then the seaweed camouflaging octopuses will(likely), damages you when you touch them, and with the dark(lighting) nature in deep waters, they can be hard to distinguish. Luckily they can be turned into sushi

7. Palen Jellyfish

White jellyfishes that don't kill you but immobilized you, leaving you vulnerable for a second. Maybe I can make it immobilized other enemies(I don't think it's count as friendly fire because they not friends to begin with)

(1 edit)

Day 145, no updates at all for two weeks because I'm participating and ultimately failing the Brackeys Game Jam 2022.2 Now I'm back on The Tyro Knight development. Still, gonna do new updates once per week.

You know what, gonna reveal one of Minlie's new attack, the lantern attack. It just Minlie throwing lanterns, inspired by Mortimer Freeze's phase 2 ice cube attack and Werner Werman's cherry bombs from Cuphead where it targets your current position and arc towards it. The only difference is that it has no extra bullet after landing and exploding.


Viewing posts 22 to 41 of 61 · Next page · Previous page · First page · Last page