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Battle Gem Ponies (DevLog)

A topic by YotesMark created Aug 19, 2016 Views: 13,318 Replies: 104
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This here is a passion project I've been chipping away at for a couple years. Things are getting serious now as I aim for a full release and I'll be sharing updates on the game here on Itch.io!

Battle Gem Ponies

Command super-powered, shape-shifting ponies in strategic turn-based RPG combat. Embark on a journey to become the best pony trainer in the world and protect the world from those who want to use the powerful ponies for evil. Battle other players in a variety of multiplayer modes both online and offline using either a team developed in the single player mode or by selecting and customizing a team from a list of available ponies.

The latest build and homepage can be found here: http://www.yotesgames.com/2016/08/download-battle-...

Expect updates every month as the project slowly comes together. The biggest milestone on the horizon is the Steam Greenlight campaign coming in January. BGP is made by the extremely small team of myself (Tony Yotes), and two musicians (Eric Eom & Justin Heng). If this seems like a fun project to follow, we'd love for you to come along on the journey!

Taking steps towards greatness. That's what it's all about. Feeling overwhelmed with just how huge this game is. Seeing smaller ideas being implemented makes me very envious. It's the "why can't I just poof this into existence" problem. If I could at least not have to deal with the debugging problems this would be insanely easy and fun.


Get the rest on the official Yotes Games Blog

Battle Gem Ponies DevLog #87 (Contacts & Beginning 6.0)

Another milestone down. New fans acquired. New bugs found. Long ways to go. The journey to make Battle Gem Ponies a thing continues. It's time to start drawing out each map and writing elements of the story. Been studying game design and writing all week to see what makes a good RPG feel great.

Get more details and the weekly Yotes Games download numbers on the main blog!

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BGP Inspiration (Concept Art Gallery)

I'm still not done drawing maps just yet so I thought I'd share some concept pictures pulled from Google Images that I'm using as inspiration for the upcoming zones. These are the same images the BGP musicians will have as mental placeholders as actual in-game screenshots are under construction.

Check out the gallery over here:

http://www.yotesgames.com/2016/09/bgp-inspiration-concept-art-gallery.html

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Battle Gem Ponies DevLog #88 (Drawn Plans)

Drawing out each map in detail was taking too long and I want a demo out before the end of October, so I took a temporary shortcut and drew rough outlines of what I wanted in each level (outdoors only) just to have a basic idea of what I want for later. I'll do the maps in detail after I release build 7. I'll only need up to the Peridot Woods for build 8 anyway since that's what I'll be using for the Greenlight demo launch.

Get more development news on the Battle Gem Ponies Website!

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Battle Gem Ponies DevLog #89 (Drawing Ponies)

Been working on pony sprites all week. I gave myself until the 15th before having to start on coding features and fixing bugs again. Then it'll be a 40 day march towards the next release. As you can see above, drawing pony sprites involves looking at a bunch of references that match the image in my head and eyeballing parts of each one to get the pixel shapes/colors I'm looking for.

In the case of this Ghost class pony, Petrifus, I imagined a mummy/skeleton pony with purple fire over it's horn (now moved to just over the head because it looks better) inspired by the Delta form Charmander from the fan game Pokemon Insurgence.

Get more gamedev news and BGP stuff on the Dev Blog!

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Battle Gem Ponies DevLog #90 (Pony Sprites & Polish)


This week centered around making the game look better. Both in my head and in tangible form. I fleshed out a lot of details around the story, drew some characters to put faces to descriptions, and added some little touches here and there to make the game build feel more solid/professional.

Take a look for yourself!

http://www.yotesgames.com/2016/09/battle-gem-ponies-devlog-90-pony.html

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Battle Gem Ponies DevLog #91 (Pushing Past Setbacks)

This week was spent making menus. Multiple times in fact since Unity kept crashing after an update and I had to start over on these things at least 5 times.

What you're seeing in the picture above is the in-engine concept I have for the move learning screen. The white one at the top will always be the move currently assigned to the specified slot and the grey ones below it are a list you can scroll through to look for a new move to use.

If you want to see more, just look on down below!

http://www.yotesgames.com/2016/09/battle-gem-ponies-devlog-91-pushing.html

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Another week passed without much being crossed off the list. Making every menu screen work properly is turning out to be a week-long affair rather than the couple days I had in mind. It's like making a little game in itself with its own little systems. I'll remember that when planning for the future. That multiplayer setup menu is going to be a pain.

Check out this week in gamedev on the Yotes Games Blog.

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Challenges Ahead for Demo 6

Sorry I haven't been posting on Fridays for so long. Some of you may remember me saying I'd lay of these weekend posts when there's nothing to talk about, but the rest of you probably feel left in the dark. Thing is, BGP is currently at that boring stage of development where most of the weekly accomplishments are getting basic features to work, fixing bugs, improving organization, rewriting ideas, and trying to figure out how to toss numbers around to program new features at all.

I thought I'd take a minute tis week to talk about some of the upcoming obstacles I need to navigate in order to get BGP V6.0 out in time for Halloween weekend. Check out the full breakdown on the Battle Gem Ponies Blog.

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Delaying Demo 6 (THIS KEEPS HAPPENING)

Some quick news on how BGP is going. In short, it's not. This week has been full of setbacks and a string of bad luck going on outside of gamedev that's really been demotivating and distracting me. After some mental recoup, I'm ready to get back at it and get this game to Greenlight.

One thing has to be scrapped though, and that's the hope of finishing Build 6 in time for Halloween. I'll be lucky to have it out the following weekend in November at this rate. I gotta step up my productivity soon though, because the one date I can't afford to miss is the January Greenlight launch. Preferably Monday, January 2nd. The perfect time to send my game out to press sites. Even more likely to get picked up now that quality Pokemon fan games are all the rage.

In other scrapping news, Vinerva's Ultra form animations are not at all complete like I thought they were. I was mistaken and probably remembering my days working on this version of BGPwhere all the animations existed in my head. Drawing all the necessary sprites for that would delay the next demo even further, so they're being pushed off into Build 7.

In order to keep things on time, I'll have to limit finished & functional Ultra forms to only Vinerva until after the Greenlight Demo. Then I can take as much time as needed animating the rest of them.

Battle Gem Ponies DevLog #94 (One Week. Can I Even?)

It's been a lackluster week as far as progress goes, but Yotes Games marches on... Hoping to make a lot more progress this week. Gonna get some extra sleep and crack down on gamedev starting tomorrow!

http://www.yotesgames.com/2016/10/battle-gem-ponies-devlog-94-one-week.html

Battle Gem Ponies DevLog #95 (Birthday Week)

A new fire is lit under my butt as I realize the value of getting another demo out before Pokemon Sun & Moon launch. Let's Players will be eager for new Pokemon gameplay but have nothing to do in the couple weeks leading up to the 18th. Gotta put BGP in the hands of some bronies before then and maybe try to reach a few of the small-fry Pokemon channels to sort of get my foot in the door.

Check out this week's progress below.

http://www.yotesgames.com/2016/10/battle-gem-ponies-devlog-95-birthday.html

Yotes Games, Hopes, and Dreams (Birthday 2016)

This is actually the last time for another 7 years that my birthday falls on a Friday so I should try to make the most of it with what I've got. Unfortunately, one of the things I don't have ready is a new BGP demo... Distractions got the best of me.

By this time next year I'll be at Beach City Con with some of my very best friends relaxing on the beach at the peak of BGP's launch popularity. (Well actually, it'd be one week after that and I'll be mid post-con depression.)

If the launch is as successful as I wish it can be, I'll be house hunting and getting ready to establish a new base of operations for Yotes Games! Thoughts of my next birthday are really keeping me alive. Finishing BGP and getting it in front of every brony on Earth is my final challenge. The one last insanely difficult thing to do before I can take a well deserved break and plan out where I'd like my indie career to go.

Should I fail, things may take a serious turn. Either selling my soul and busting my back just as hard to make someone else rich, or risking it all on a Kickstarter push for BGP2 to fix whatever kept it from selling well. All I have to do is sell 25,000 copies to justify this career choice. But I know this game has more potential than that. Pokemon Uranium just proved that there's an audience for this stuff. Indie passion projects from real Pokemon fans that gets the little things right.

Today I turn 23, and I promised myself that I'd become the Tony Yotes I envisioned by age 24. The same age Toby Fox and John Boyega hit their prime accomplishments. In one year's time I'll have a notable game to my name. Hopefully one that brings excitement and smiles to tens of thousands of people across the globe.

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Battle Gem Ponies DevLog #96 (Don't Let It Keep You Down)

New birthday fan art by FadedSketch I'm currently in love with.

BGP's first pixelated fan work!

With spooky season behind us, it's time to move onto the Great Greenlight Crunch. I put myself about a month behind schedule doing all this Orlando networking stuff and I need BGP's Greenlight to be a success if I truly what life to get any better. So it's time to buckle down, and whittle away at that to-do list of mine.

Get the rest here: www.yotesgames.com/2016/11/battle-gem-ponies-devlog-96-dont-let-it.html

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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.

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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

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

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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!

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.

Sounds Amazing! Keep up the good work!

I also thought, for cutting trees,maybe your character could get like a REALLY big Lawnmower.

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.

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