Category Archives: Game design
Not much time for game dev today, so I just tinkered with writing some additional tutorials, and some weapon descriptions… I’ll have to avoid my usual way of approaching this kind of thing, which is to tackle a task (in this case “Write weapon/gear text”) all at once… This won’t work for the writing… […]
Nope, not a new game! “Gateway: Chronicles of Steve” (of just “Gateway”) is the official name of the game! “Chrome Hunter” was the name of the game in it’s inception, when it was built for the Indie Speed Run 2013, and it made sense since the themes were “Hunting” and “Silverware”, and the objective of […]
As I mentioned before, I decided to make some pieces of gear “passive”, which mean they don’t have to be equipped, they can just be bought and from then on they will be available. I already used this for armor, but the analyzer and scanner weren’t like this. The reasoning behind this change is that […]
After some discussion with a friend, decided to go ahead and add the health injector to the game… The goal might be basically the same as the shield, but they play slightly different… Shields are great for slow constant small damage. Health injector is good for bursts of large damage. This way, the player can […]
Today I finished work on the grenade display (and the consumption of items)… Nothing to show for it, since it’s all temporary art for now… Then, I was going to start with the health injector. The idea of a health injector is that you can use it to recharge your health bar. It’s like you […]
Finished balancing the last boss today, yay! It might not be a big challenge if the player is well geared, but it still requires some attention and a moderate amount of skill! Just missing three more elements and first pass is done: Equipment Screen Health Injectors Title Screen (to replace the ugly one below): It […]
Today I achieved what I feel is a milestone: finished the last cutscene of the game! There’s still a long way to go before the game is ready, but it really feels like the beginning of the end! Took me a bit longer than expected because I also added the end credits, and since some […]
Second part of the cutscene is done… This is a bit slow going because my “tools” to make them are crap… If I had on Cantrip the tools I have on Spellbook, this would have been done for ages now! Since this part takes place in a familiar place, I can do a not-censured screenshot! […]
Before I start to really work on the final boss, balancing it and adding the last gameplay mechanic, I’m going to work on the final cutscene, while the boss only takes a few shots to kill… This way I test the logic and I won’t have to play the hard version of the boss each […]
Just finished the final boss introduction cutscene… It came out quite alright, one of my favorites so far! Now to get pass the boss fight at the end… I might be a bit underpowered for it (hopefully the player will have amassed much more gear at this point). The problem is that if you haven’t, […]