The Lost Adventures

saveBanner Game Development

WIP : Savegames screen

Making save games is one of the most critical parts of an adventure game. I had a simple ‘save the game when you exit the room’ procedure before I created this. This was sufficient for a while, but I needed more flexibility. The player will bIMG_2001e able to save the game at any time anyway. I have created a draft interface for making save-games. It will definitely be more polished in the future, but I wanted to get this thing coded. I need this badly for testing all the rooms, because it’s more convenient to load certain states by specially prepped save-games. As you can see it shows a small thumbnail scaled down but still pixelated when you click what I call a save-slot. A descriptive date will be shown on the thumbnail so the player knows exactly when he saved it. Players can add a title when they want to. This is not in the game right now. but these features will be in it. As you can see, I can play tic-tac-toe with this screen. So it’s now a game within a game!

 

Screenshot Sunday Game Development

Work in Progress : Elevator to switch between rooms

I have a lot of rooms (about 10 rooms for each Act) There will be around 40 in total. I need to be able to switch really quick to test them. It’s a typical smorgasbord of buttons to do just that. Such a ‘switch’ screen will not be in the game because that would break the immersion of the game.

smorgasbord

Smorgasbord of rooms

I really wanted to make this ‘real’ transition room quickly, because it can be part of the game. It is a shown in a special way because it is projected from the side completely. The only thing Dave can do is press the buttons. Depending on the floor the speed of the transition is faster when the floor destination is farther from the current floor. Lang’s building is very futuristic, so such a turbo lift could be expected. The elevator is what I expected too be, I had made the art in pieces long before I made the movement so It was really coding all the movement. A lua script is driving the animation as all the other rooms.

darkelevator

 

Still, this is all not set in stone because I am not convinced the player should see the buttons all the time. I could centre the buttons when the player activates the panel and show some stuff buried in the concrete. The elevator created a new puzzle for the adventure, getting an elevator pass… elevatorCardThe elevator above is an animated gif so click the preview thumbnail to look at it. It’s quite hypnotic…!

Screenshot Sunday Game Development

App Icon Evolution

Is it too early to look at an icon? I think you need to start early, trying different designs and get into grips with a certain look… It’s these kind of things that, if you wait too long for it to make and when you are trying to finish the game, you will not make a proper icon. Those final crunch days are gruesome because bugs need to be squashed, menu’s have to be made, a settings screen you forgot and maybe the gameplay still lacks some finesse? Eventually  you will not have the time to make it anyway!

One other thing is that you need to know how long your icon could last. Does it bore you? Does it grow on you? Does it stand out? I am on to my third icon now, and it could be the final one.

The icon below was a really early icon I created just to try to lay out the composition and to get off the default Spritebuilder icon, Dave was standing against the wall ready to be fusilladed by german WWII soldiers. I you think this looks familiar, it is! Because a part of the cartoon is actually stolen from the political cartoon for the Peking Olympics

iPad-old@2x

The idea was that Dave would transported back to the present day with a kind of transporter beam. I knew this was only a working icon and I would make a complete overhaul of it. But the transporter thingy, stuck with me though!


itunesIconCharacterWithTimemachine-ipad

A long period after that I thought that the Time Machine had a shape that could be fitted into an icon. So I made a Hires character and put that in the time machine. This was a first draft and the dave character was not recognizable on small icons. The colors were completely off and it did not have the pixelated look I was looking for.

iPad

So I came up with this icon. I still use it today. The character is the Dave character as he will walk around in the game. The colours are bright and playful. The transporter twinkling stars makes it as if Dave is actually being transported back in time! Maybe I should tweak the shadowing a bit?

Well, that’s it for now!

 

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