Welcome to week number 6. The prototype is done! You can find it on itch.io here.
As far as the project goes, I'm pretty happy with the way it turned out. I finished up the endings for the elevator guy (Samuel) and added some characters into the city to give it a bit more life (you can play fetch now!). I also stuck in a start screen to make it feel a bit more official. Hopefully, the build remains solid, and there aren't too many bugs/issues that I have to come back and fix.
After I have some time to reflect on the project, I'll consider writing up my thoughts concerning the design of the prototype. But until then, I'm going to start up another project.
See you next time,
Week 5! It feels like I've been working on this for not even a month yet, but it really has been a month since I started working on this. Anyway. The writing has come some ways now. Pretty much all that's left to write is the two different endings. In fact, all that's left for the project is to write and put in the endings, some credits, and polish! I haven't done extensive QA yet, so that's technically still on the table. But I feel like most of the problems will be fairly straightforward to fix. I hope.
I really plan on finishing this project by the end of next week, and any development time after that is purely to fix bugs. I guess one thing I would definitely not mind doing after next week would be to swap out all the character sprites for "real ones". But for the sake of my art skills and everyone's eyes, let's just say that this is how dogs perceive humans in this world.
I forgot to post my weekly update yesterday... Woops. Anyway, week 4 has come and passed, and I got a playable demo (see previous post) that captures what I'm trying to achieve with the dialogue system. The complete demo is still about 2 weeks from completion however. I still need to finish up the main story path, touch up all the writing (it's quite literally a first draft), and then add some polish. Definitely message me if you're interested in the demos either through Twitter @simplekoi or e-mail stephentrinh.site (@) gmail.com.
On GMS programming, I tried to use timelines as a cute way to execute code, but it turns out GMS already has a function called script_execute() that will do what I was hacking my way through. On timelines, they seem alright, but I feel like it could benefit from better tools to test them. As they are, they seem unnecessary and better off being implemented yourself. GMS programming just makes me want to actually program again.
I just finished an early build of the game to test out the dialogue system. It includes 2 characters that you can chat with for a short while as well as a taste of the town. (One of the characters will noticeably not do anything once you complete it. He's not quite done.)
If you'd like to try it out, shoot me a message on Twitter @simplekoi or via e-mail stephentrinh.site (@) gmail.com.
Week 3 brings along dialogue trees and some physics. In the previous week, I was trying to make use of GMS's timelines in order to construct the trees, essentially treating each individual timeline as a node within the tree. But I found this made it really cumbersome to make content and was not very fun to use. So I've actually gone with an implementation to handle everything in code myself. No more timelines! ...Which is not completely true. I'm using them as a way to pass code along in a functional programming kind of way. I might be trying to be too clever, but what-the-hey it works. Oh and real quick for the physics, a big thanks to the HeartBeast tutorial on tilemap collisions! It works great.
Next week... Writing! I've sort of been avoiding writing mostly because I'm unsure as to how I want to structure the story. I initially thought of making it linear (where you start as someone's dog), but now I'm leaning towards making it open from the get-go (in which you start out as a stray). It just seems right for what I'm trying to do in this "small" demo that's gonna take me a month to make. Ha. Anyway...
Thanks for reading,
HeartBeast Tilemap Collisions: https://www.youtube.com/watch?v=YObbsg2Hbcw&t=2231s
P.S. Trying out a new gif converter/creator. Hope it's good.
The end of week 2 brings along some nice trigger-based events! I'm not too sure how to do this properly, but I'm currently using timelines to structure all the events and using code to trigger them. It seems to work like I want it to, although I can totally see the number of timelines and objects to contain them will get pretty insane as this project continues to grow (especially when dialogue trees start to creep in). All in all, I feel like I've made OK progress this week. I just have to stay motivated and have fun with the process.
As for the next week, I'm going to focus on writing a script, complete with some quick storyboards so I don't end up wasting dev time making dialogue and events that won't be in the final demo. Planning on being done with the demo by the end of July.
Thanks for reading,
(That blue text for the dog is truly invisible. Gotta find a nice and bright one.)
Hello! This is the start of my dev blog for a side project I just started developing called Love for a Stray.
Love for a Stray is a 2D adventure game (where you play as a dog) built using GameMaker Studio 2. This is my first project that I'll be using GameMaker for as I got tired of trying to use Unity for 2D stuff. GMS2 seems to be great for what I'm trying to do, and it's pretty fun to boot, especially building environments from tile sets. The small area I'm running around in in the GIF is something I put together from the tile set. Here's hoping things'll go smoothly.
I spent this week learning the basics of GameMaker Studio 2 and finding art assets to use. I looked at some coding tutorials and poked around the engine trying to see how things work, and I feel that I'm starting to get used to the workflow now. What I want to mention though is that finding art assets is (surprise!) difficult, but I think I've found some nice placeholders for now. Thanks to these people where I got them from (links below)!
Next week will start my journey into making some basic interactivity like playing fetch or something in addition to text boxes for delivering dialogue.
City tiles: https://opengameart.org/content/2d-city-tileset
Plain Character: http://tradnux.com/teej-character-base-sprite-sheet/