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Ro_bit Devlog

A topic by JESGRAD07 created Aug 07, 2016 Views: 964 Replies: 29
Viewing posts 1 to 12
(4 edits) (+2)

Ro_bit Logo

L'iL Bit of History

Hello, my name is Jessica I go by Jes or JESGRAD07 and I am the creator of Ro_bit. I started this project as practice in late 2013. I was working with Game Maker Studios at the time and I wanted to expand my knowledge of the program. I had applied to Nintendo's Indie developer program some time before, so I was not very serious about the game at first. In January of 2014 a Nintendo rep called me about my application into the program. Long story short, I am a Nintendo Indie Developer. It was at this time that I started to really focus on Ro_bit as my first game on the Nintendo Wii U. Now, I have switched Ro_bit's production from Game Maker Studios to Unity. And I have been moving forward one step at a time.

Game Maker Studio's DEMO:

First off, the Unity build of Ro_bit is coming along very well. I have programmed in most of the players movement (running, jumping, shooting). I have also added some things.

- Lighting System (flicking background lights and soft glow on blasts)

- Dashing Mechanic

- More visible Foreground from background

- Simplified Controls

- Freeze system (while reading or engaged in conversation)

- Colored text

- Redesigned pause menu layout

- Multi-Directional moving platforms (with adjustable speed and wait times)

- Timed Rotating platforms

- New Particle Effects (smoke, sparks, debris)

Ro_bit Screenshots Set 1

* Here are some screenshots of how the new Unity Build is looking so far.

I have been out of town for the past 3 weeks, which made working on Ro_bit a little difficult. However, I was able to borrow a laptop and take all more work with me on my external hard drive. During that time I set up just some basic things like moving platforms as well as get objects to move on said platforms. I don't know why, but I just always thought that the physics engine in Unity would automatically make objects move if they were sitting on a moving platform. Not sure why I thought that since I have had to program everything else.

Right now I have been working to program in a enemy called the Faux Block.


This enemy acts like a block until approached, it then opens and will start to walk or charge towards the player. If the player jumps on top of it then it will proceed to walk in the direction the player is facing. I image this will make for some interesting uses such as traversing over an electric floors or possibly being used to block hazardous energy beams. The armor around Faux Block keeps it safe from damage from a normal blast. This will only push it back slightly. Missiles will be needed to break away its armor and make it vulnerable to normal blast attacks. Faux Block has 2 variants so far. The one above and another than has a timed spike that will poke through the top of its head at fixed intervals. I am also thinking of a giant boss Faux Block that you will have to enter and fix from the inside as well.

So far it opens when player is near and closes when the player is not. It will also walk towards the player. And when the player is on top, it will walk in the direction the player is facing. I need to get the knock back working. Right now it teleports backward or disappears entirely. I also need to design the different stages of damage the armor will go through, before it is vulnerable to normal blasts.

Hopefully I will be able to post a demo of the Unity build when I have more done. For now I will update as much as I can on my progress.

UPDATE 1/8/18:

Moving back to GameMaker Studios. Also probably not going to be the Wii U. Currently just targeting to finish the game.

(1 edit)

Do you need any feedback on the Game Maker Studio's DEMO ? Or is it useless because of the way it will become ?


Yes, I would like feedback since that is what I am basing the Unity Build off of. The only thing that would be useless is reporting any bugs or glitches.

I did a little video feedback :

However, i have to try again the game when it will be playable with a gamepad.

Additional comment : i would like to see Ro_bit character design more distinctive. I mean, i can clearly see him but it/he lacks a bit of identity. I would like to see an appealing distinctive sign. I know it's not an easy task but seeing your character as an icon can help. Because when people will see your Ro_bit anywhere, they will think of your game. (i have same kind of issue with my game).

I hope it will help.

Here you will find my devlog topic of Pharmakon (feedback needed (video is best))

Thank you for the video feedback. I think the Unity build will address most of the concerns you mentioned in the video. Thank again for you feedback I really appreciate it.


Hey! I played your game and I want to offer my thoughts. Sorry if i repeat something someone else has already said, but i wanted to have a fresh impression so i didn't read other comments.

I think the art style and character are really fun. The screenshots looked great. I wanted to play it!

The puzzle elements were heavier than i thought they would be. I was expecting an shooty action game so it took me a moment to figure out i had to backtrack and talk to Otto. This wasn't disappointing though, because you put a lot of fun details and variety into the courses.

There were some things i didn't like. More save and recharge locations would be nice (At least at the start, so people can make progress and adjust themselves to the game without dying and being sent back too much).

My biggest gripe was the overheat mechanic for the blaster. It feels really good to rapidly fire a blaster and i'm not sure why you would want to prevent the player from doing that. This was most noticeable in rooms filled with crates. Instead of being a pleasurable-feeling task of bursting lots of boxes it was instead frustrating as I waited for my gun to cool down between shots. Personally i would remove the overheat entirely.

Overall i think it's a fantastic start. Loads of charm. Have fun making Ro_Bit!

Thank you for the feedback and the kind words. I am glad you like how the Unity build looks. Hopefully I'll have a Unity demo to post soon.

I fully understand what you mean about the overheat system. I've already made changes to the system and hopefully it will be much more enjoyable.

Thanks again for your comment.


Hello again, Jes here with a new update...

New Ro_bit sprite!

New Ro_bit spriteNew Ro_bit walk/run

The sprite is bigger, taller and more true to his artwork. I tried to change his sprite a few times before. However it just didn't cut it.

New ro_bit sprite progression

It is funny looking back at his first sprite...I honestly don't even remember making it.

I enjoy looking back to see the progress I've made.

old Ro_bit Screenshot

* Screenshot from a past build in 2014

That's all for now.


I love that robot walk cycle 😊

(1 edit) (+1)

Thanks ^^


Yo fellow robot game dev! Maybe we should do a bundle sometime when we release our games ;)


Ooo that sounds like a neat idea

* Image is a mock up, not a screenshot from in game

I made a new background for high areas in the game (It was a plain blue sky before). I took inspiration from Mega Man X (the city/intro level background). This is only half done. I want to add some closer high rises and some closer transparent clouds.

I have also been redoing the ground tiles and simplifying Area 1's overall design.

* Image is a mock up, not a screenshot from in game

That's all for now.

Like the music in the Ro_bit demo? Well the very talented man behind the Ro_bit sound track is offering music commissions. If you enjoyed the music in the Ro_bit demo and need a hand in any project you are working on, then I'd suggest stopping by and checking him out

Here are some of the tracks he has done for me so far...

That is all for now.

I haven't been on in a while but i came back to see how Ro-bit is doing and im so glad i have. I absolutely adore the opening music for the game. I'll be sure to check this talented dude out. Keep up the great work!

Hi there, I enjoyed playing through the demo, and hope to hear more about this game's development right up to the full release :)


Thanks,  I am glad you enjoyed the demo. Hopefully, I can start rolling out updates on my progress again. ^^

Your new sprite of is quite muscular. I'm sure it took quite a while to get him to that stage. It certainly took me a while to make a sprite of my own :o

Hi Jessica, thank you for the follow! :)


No problem ^^ Sorry for the late reply.

It's okay Jessica, no worries; I myself take a looong time to respond as well XD

By the way, I too am working on a game. If you'd like, I can send you a link to it's progress thread :)


Yes, I'd like to see it ^^

Great! I'll post the link up very soon :)

Hi Jessica, here's my game. I hope you enjoy playing it :) :


I haven't updated in so long, but I've been working.

First off, I went back to GameMaker. I prefer it over Unity. Also....

- added 360 degree free aim (can't move while in free aim)

- Increased the firing rate

- Changed/Updated the graphics.

That's all for now.

By the way Jessica, I wanted to confirm whether you're still making the game in Unity, or that you have gone back to using Game Maker Studio.

If you're still editing the first post from time to time, you might want to put in the bit about switching back to GMS.

Also,  wow, congratulations on becoming a Nintendo indie developer! That was some stroke of luck :o


I have gone back to Game Maker Studio. Thanks for telling me. I forgot about updating the first post.

You're welcome, Jessica. Wishing you and your family a belated Merry Christmas and a Happy New Year :) :D

I myself am learning how to use Unity, and keep comparing it to Construct 2 in order to better understand how it works :)



Awesome! I see you've been making great progress :)