Small Miracles: Ablation Dev Blog #6

31 03 2013

Despite Internet issues this weekend, I finally managed to finish the Beta of Ablation and submit it to One Game a Month, where it now sits on my profile page here. You can download it either from that link or the direct dropbox link here. I’m hoping later this year to come back to it and finish it up. I’ll have a postmortem post up within the next couple days as well as possibly some more video footage, but for now enjoy the 3 level beta and these images a friend made up for the Gold Jackal and Blue Bobcat on the ship select screen:

Gold Jackal

Blue Bobcat

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The Way Forward: Ablation Dev Blog #5

25 03 2013

I finally have a video up of the first level being played through…by me. And not very well I might add. But it’s a video all the same. There are still a few technical issues like the maneuvering I added to a few ships not quite working out so well, and that upgrade canister getting stuck in the top part of the screen partway through. But it’s coming along quite nicely (which is good given that I only have 6 days left). This also marks the first in-game appearance of the second player ship, Blue Bobcat.

You can see the video here. Music isn’t for the game itself as I mention in the description; I just decided to throw “The Way Forward” by Richie Kotzen up as a backing track.





Halfway Point: Ablation Dev Blog #4

16 03 2013

Level 1 is all but completed now, as well as the score and other HUD elements:

Fully-powered

Granted I’m still working on some elements (for example, no upgrade level indicator nor is there a lives indicator) but the rest of the essentials are there. This next week I plan to spend on the next level as well as cleaning up some stuff in the back end.





Racking up Points: Ablation Dev Blog #3

11 03 2013

So today I finally slapped some more enemies into the mix as well as added health and score systems. You can check out the results of that here on YouTube.

Granted there are some problems. The score and high score aren’t aligned vertically, it’s still a bit too easy to die, and the level boss shows up after 10 seconds (although that was a test of the timer). I’m feeling really good about where I am at this point of the month though, with 1/3 of it down I have almost all the framework in place to just bulldoze on ahead and make my game.





Saturday Midnight’s All Right for Updates : Ablation Dev Blog #2

9 03 2013

I’m going to be mostly away from my main work station this weekend since I’m visiting my parents, but I have gotten quite a bit done this week. The level now scrolls, I have enemies in place (right now they respawn if they leave the bottom of the screen without dying, I may change that), and the player can shoot them and collect upgrades. I don’t have all the upgrades fully finished yet, but I’m working towards it. Screenshots and Videos after the jump:
Click to See More





A new month: Ablation Design Blog #1

3 03 2013

Back in 2010 I created a Geometry-Wars-esque game I called “Ablative Starfighter”. In it your upgrades affected your speed, but you could eject them as a bomb weapon. For March in One Game a Month, I am revisiting that concept as I originally envisioned it: a Vertical Shooter. Right now I’m calling it “Ablation” instead of Ablative Starfighter since I like the conciseness a bit better.

So far I’m mostly just working on the assets (although I did have a couple assets made back when I was really getting into pixel art), and thus I don’t have much to show except for this potential boss enemy:

Ablation Level 1 Boss

I’m hoping 384×384 is big enough, considering my player sprites are going to be about 64×64. Guess we’ll have to see what the rest of the month brings.