"Wow! Making our game was extremely easy. I honestly thought it would take longer, but I finished it sooooo quick. I ended up adding so many things since I had tons of time.
I really wish we had taken to heart the advice to make a minimal viable product. Mistakenly, I believed that since we had a really solid idea of the game we wanted to make...all we needed to do was follow our outline and things would work out. Wow, I was wrong.
Since our game was somewhat similar to an arcade game we enjoyed, I assumed that if we followed a similar path our game would capture the same "fun" factor. In reality though, we missed out on a lot of possible feedback and iteration. Even if that "feedback" was just us internally playing and testing. For example, from the start of making our game, we had a firm idea of how the camera would follow the player.
If we had iterated more, if we had playtested more, it wouldn't have taken us so long to figure out that our idea was horrible. We didn't really stop to think that the way we created our camera was actually making our game worse. Major mistake.
Why did it take us so long? We never made a minimal viable product. Although we had a bunch of different things we were working on, we failed to simplify. We had various ideas/features we were working on, but at the same time, we had pieces missing that prevented us from really testing and playing the way the player would. Please don't make the same mistake we did.
It was a great learning lesson though. I've come to the opinion that actually making & releasing a game gives the best type of experience. Technoforce isn't really that difficult of a game and it wouldn't pose a challenge to an experienced game developer. But speaking as an aspiring game dev it has taught me many things. As we go ahead in the future we have a lot of things I want to do differently. So what does all this mean for Technoforce? Also more broadly speaking what does the future hold for us in general?
I'll first talk about what the future holds for Technoforce specifically. First things first, we have simplified quite a bit. As I mentioned in the last devlog we've cut down on some features and extras we had considered adding. We've also had some internal discussions about how and when we will release Technoforce. The hard deadline we have given ourselves is that we will have a playable build in the next 2-3 weeks. When the time comes we'll post the build on Itch.io. Its long over due and we're really excited to finally get over this obstacle and force ourselves to make some serious progress.
Ok, but what are our plans after Technoforce? We've learned so much from making this relatively 'small' game. Thus instead of working on one game for far too long what if we made more games in the same amount of time? How much more could we learn that we wouldn't have otherwise?
So that's the plan we have going forward. We're going to make this work. Enough though of me rambling...I think its time to end this mini novel. :) Huge shout out to all those who have been following us on Twitter and Discord! I really appreciate all of you. Its been a huge encouragement and motivator to continue going. Deepest thanks again and I really do hope you all have a great weekend!
Hello everyone once again,
It has been a little while since I have posted anything so I thought I should take some time and discuss a status update. Unfortunately for the past few months, we have had to put the game on an "unplanned"
hiatus. While we've added small things here and there (bug fixes, art revisions, etc) nothing major has
changed during the past few weeks.
We're going to be changing that here and now. I will be posting updates here much more often
regarding our progress and current status as we work toward finishing. And we will finish. We've worked
too long on this to allow other things to slow us down. Working toward that goal we've also decided to
focus on bare bones game-play. We've allowed ourselves to get caught up by "feature creep" and it has
hurt us in the long run. So the plan is to focus on the basics and get a playable game ready. Then add all
the cool extras.
So is the game dead? Have the developers given up? Not at all. We will continue working and do
better at keeping you informed every step of the way as we finish. We appreciate you sticking around with us. This includes all you who have signed up for our newsletter. We look forward to taking this journey
with each and everyone one of you and hope you enjoy it just as much as we have so far. Thank you again!
Till next week....
It has been a busy past couple of weeks and we have some exciting news to share. We have updated our name and have some new cover art to proudly display. We had various reasons why we decided to change our name but overall I think it was a change for the better.
Lately we have been working on sound effects, art updates, and other minor things that we are really proud about. Needless to say we are still alive! Thanks for reading and we should have another update coming soon.
GRENADES! The thrill and fun of tossing an explosive into a batch of perfectly lined up enemies
is just so gratifying. An item that can turn the tide of battle into your favor. If you're a fan like me, then you will be pleased with what we have.
This weekend I will be posting a Gif of this monster in action.
In other news I've been fixing up the death animations of the bots that looks really fantastic.
Development is still in progress and going well. Majority of work as been continuous artwork creation and polishing. One of the levels I'm working on, is a medieval modern ship of the line battle cruiser.
Also we have some major design ideas we have been thinking about, and we decided to try it out. Right now currently we have one game mode or mission objective. This is to wipe out all of the enemies in each level, else time runs out and you must retreat because self destruct will activate.
We feel this will rapidly get stale quite quickly. Instead we propose four game modes which we are still feeling out what works but here are the four we have:
Extermination / Escort - Find and destroy all enemies. If time runs out and infestation is overrun self destruct will activate, on certain levels no self destruct is available. This is where it becomes part escort will you must guide your technician to a specific location and plant detonation charges. Then you must escape.
Data Retrieval - You must find and download high priority data. All must work together to defend this room while the download is in progress. Then you must escape.
Humanoid Retrieval - You must clear enough enemies before you can find then escort your target out of danger.
Extraction - Depending on the mission collect data or retrieve target person, then you must work fast to escape the overwhelming forces that procedurally destroy rooms along the way.
Tell me what you think of these, I would appreciate it. Also if you have any cool ideas for missions please let me know, it would be cool to hear what ideas you guys have.
Today's work includes creating artwork for our enemy who's name has yet to be decided upon. This enemy peeks around corners and use telekinesis to throw you around, has a blaster, and can spawn other tiny robotic bugs. This enemy is one of the hardest to destroy in the game as well.
As I'm working on the Artwork I'm also creating the AI as well. Things are going well so far. I have plenty of coffee so that helps a lot! :)
Here is an image of what it looks like right now. Hope you like it! Any questions and or comments are welcomed and we will get back to you right away
Thanks again for reading and hope you have a great day!
As I said in my previous post, next I will be working on the last two enemies. I have the first of the two completed.
Here you can see the claw grabbing a hold of our hero. Oddly enough though, he doesn't seem to mind. You would think that it would be even slightly painful. Soon we will add more expressions so they don't seem like robots haha!
The last enemy to finish I only have terrible looking concept art to show you, so I can't show you a picture. Just place holder art for now as I test it out.
That's it for now. Have a good day!
Hello everyone, Jarrod again!
Today I've been working on the physics for the enemies that you will encounter. There is one enemy in particular that when he is rolled up into a ball you can't kill him and he can knock you down. I'm making it so he can bounce off of objects, and when you shoot him it will make him bounce erratically.
After I finish that up I will probably continue working on the AI, also need to add two extra enemies to the game you will have to deal with.
Thanks for reading and have a good day!
Hi everyone Jarrod here!
This morning it's time to work on our own input management script. This allows you the player to remap any buttons that you want. Do you keep trying to do one thing but keep pressing the wrong button? Did we the developers totally foul up on optimal button assignment? Well, don't worry you can fix our mistake with key rebinding!
Anyhow, that news over with, here is a couple new screens shots.
Hello everyone and good morning!
Yesterday and today I've been creating an opening intro cinematic to explain the basic setting of the game. I think it looks pretty good and I hope you guys like it too. I can't show you now but our game play trailer we hope to have done in about a month, will be able to show off just some small parts of it.
Other than I'm working on some bug fixes before I can continue adding more features.
Thanks for reading and have a good day!
Today I am working on our user interface. Right now there is a bar on the bottom of your screen which has a terrible looking health bar I made, and quite a bit of text to show what buttons you can press. Comments by some in the community have pointed out that it is kind of cumbersome. Until they mentioned it I didn't really put much thought into it.
So today I plan on reworking it. Instead of having an entire area on the bottom of the screen dedicated to action buttons and a health display, I'm working to make this to be displayed within the world. For instance, you stand next to something you can interact with, a letter will appear over your character letting you know you can interact with the item.
It's not like this is a brand new way of doing things so I don't know why I didn't think of this sooner! Here is a look of your health meter that will be displayed above your character when healing or taking damage.
Let me know what you think. Also if you have any suggestions I would love to hear them! Thanks for reading and have a good day!