Deprecat

LD 41

My First Ludum Dare!

It was so great to get to join in my first Ludum Dare! I'm exhausted, but fulfilled.

I only had 48 hours because I apparently can't read and didn't know I would need to schedule today off work, but while it's full of programmer art, rather than my normal graphics, I think it came out pretty darn playable!

Come check it out! I've blended a racing game with wario-ware style mini-games that ends up becoming a Distracted Driving PSA because of how it functions. It's still veeeery rough, but I'd love to hear what you guys think!

You can find MiniGame Racer here: https://ldjam.com/events/ludum-dare/41/$79864

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Watching My Coworkers Play my Game is Hillarious

My coworkers are my first outside testers and watching them play is so funny. They kept swearing a lot and getting frustrated, but they played all the way to the end! I got to see their frustratiom turn into determination and watch them improve.

The game is hard on purpose, because it's highlighting the dangers of distracted driving, so I anticipated them to just hate it. But, to my surprise, they liked the difficulty. I kept asking if I should tweak things to make ot easier, and they said that was the fun part.

I'd like to hear what you guys think too! Please try my game "MiniGame Racing" and leave some feedback. I'd love to flesh this idea out a little more and feedback is crucial.

You can find it here, and if you like it, maybe give it a vote too! https://ldjam.com/events/ludum-dare/41/minigame-racing

This was an amazing first Ludum Dare for me, I'm so happy I joined in. Can't wait for August!

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MiniGame Racer Now on Newgrounds!

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I uploaded an HTML5 version of my game MiniGame Racer (because I know .exe files make some people nervous).

https://www.newgrounds.com/portal/view/710237

I know it doesn't look as polished as some of the other amazing games, but please take a moment to play this game! I built it myself in 48 hours and while the mechanics turn this into a bit of a rage-game, it's weirdly a very fun rage game.

MiniGame Racer is a blend of a racing game with a mini-game rush. This combo ends up making the best distracted driving PSA I've ever played. Please check it out, provide constructive feedback, and consider voting for my game!

Ok, enough plugging, I'm about to go play all of y'alls games now.

Drop Links for Browser Games Here!

Hey guys! Looking for games to play and rate, but I can't download .exe files on this computer (corporate computer, locked down hard) So I have a better time playing browser games!

I can't guarantee I'll be able to play everyone's here, cause I also have funky firewalls to fight, but if you're game has a browser option drop a link here so I can try it out!

Also, shameless plug for my game. It has a browser option too, no worries: https://ldjam.com/events/ludum-dare/41/minigame-racing

MiniGame Racing Postmortem

The Process

The Idea

After the theme was announced, brainstorming began immediately (my boyfriend was a good sport and helped by letting me bounce ideas off him, despite being violently ill a few hours before the beginning of Ludum Dare and only waking up 30 min before the start). We wrote down twenty different genres on a dry erase board and rolled a D20 until we had 8 pairs. From the 8 pairs, we dropped 4 that felt like immediate duds. From that 4, I wrote a very short potential design document and risk assessment to figure out which idea I would pick. I only ended up writing two of these up, as I ended up falling in love with the final idea very quickly. I had also considered making a tower-defense/visual novel where your performance in a cursed, crappy tower defense game determined what would happen in a visual novel, but decided against it as making enough content to make a visual novel interesting in 48 hours would have been too much for a first jam. Still think it’s a cute idea.

30943469em10156260227177243/em1115320315_n.jpg Pure chicken scratch

The original concept was a Racing/Roguelike, where you are a teenager borrowing your parents’ car to race competitively, and damaging your car would result in your parents “totally killing you” and you have to start all over with a new teenager and stats. These stats were going to influence things like how well you drive, how hard the distractions would be, and whether you were able to repair damage to your car yourself.

Prototyping

I first started with a paper prototype, which mostly just served as a visual prototype. Cam drew a level and I cut out a window from another piece of paper to act as the camera view. We used a cake board game piece from the Portal board game, and a 4-Sided Die and a metronome. We moved the camera view to the metronome beat, and randomly I would put a “distraction” on the board, then roll the 4 sided die to determine how long the distraction would be in the way. This probably didn’t help identify how the car would actually move, but it did help establish some mechanics, like answering texts as you drive, and how the car is in constant motion and you cannot stop. The original window was also much too large and revealed too much of the level at once, so I made it smaller. While you can only paper prototype a driving game but so much, it was still very helpful!

30948026em10156260284412243/em977741716_o (1).jpg This is probably the most useless looking paper prototype ever made

Day 1

firstgif.gif I started with the basics – getting the car moving in a way I felt worked well. I decided early on that, since the main character is supposed to be a teenager, the driving probably shouldn’t be super tight and precise (less work for me!). Narratively, having the driving feel like you’re a professional driver wouldn’t make much sense. Once the base driving was there, I had to start establishing the rules such as what happens when the player collides with walls? To simplify things for myself, and prevent people from being disoriented when hitting the wall, I went for the “don’t touch the sides” approach. It was the simplest solution for handling the failure state, but this decision ended up being a factor in changing the theme. At this point, the game was already pretty fun! The driving was a bit sloppy, but it made navigating these very simple test levels feel more challenging. I spent too much time just playing in this phase I think.

I also made a quick model for a teenage girl to get ready for the procedurally-generated teens. I use Illustrator to make the base with the intention of putting her in After Effects using the DUIK plugin to rig her, then put her in various poses and exporting as a single frame. This would let me make multiple poses for one female model quickly and also swap out color palettes for her skin quickly too.

Untitled.png This never made it into the game, but she’s there to be rigged later if I ever need it.

Day 2

I basically woke up realizing I wasn’t into the roguelike theme anymore. I felt that there wasn’t enough of an incompatibility in the genres (because yeah, if you total your car, you lose that car. That’s just real life) but I still liked the distractions that were meant to make the game harder. I also realized other decisions I made would have made the roguelike portion very slow, and annoying, having to reroll for a new character after every death. (Also, did not have time left for procedural generation. Was already cutting it). So, I decided to scrap the genre entirely and focus on what I already had – minigames!

I had already programmed the first minigame and created the mechanism to generate them, and it completely changed how the game felt. Now I was desperately trying not to touch the walls and what was originally a decent driving game was now an anxiety-filled gauntlet...I kind of fell in love with it. Untitled Project2.gif I decided to run with this, and maintain the games difficulty. I added 3 other minigames, some more polished than others, and built a few more levels. I didn’t have any time left to polish the graphics, and I had Cam search for free music and generate sound effects from bfxr.net. Cam had an idea of the walls changing color to emphasize the “don’t touch the sides” feel. I went a little further with this, having the walls change from yellow, orange, and red, depending on how close the player got. I also added a siren sound when getting to close. These visual and audio cues seemed to help offset these crazy large distractions completely blocking the view. I had considered making these distractions partially transparent, but that made the challenges a bit too easy and defeated the purpose. So now, players can listen to the audio cues to correct themselves or see the crazy amount of red on the walls.

What Went Right

The blend was surprisingly great (I think) – for two incompatible genres, this was actually pretty fun. By dropping the roguelike theme, the game basically became a “Distracted Driving PSA”, which is great since my day job is making educational material (and eventually educational games) and it was great practicing making a game where the mechanics had to serve the message. While it’s not foolproof, play testers were immediately able to pick up on the theme and message without it having to be shoved in their face, which is always ideal!

The simple graphics and levels helped – While I was upset I didn’t get to use my artistic skills in this project but so much, I think it worked to the games favor. Watching play testers, most enter the game not expecting much of a challenge. Somewhere around level 3 is where things start to click for people. Suddenly they’re cursing at the screen and having very physical reactions to crashing the car. From the playtesting, I’ve watched personally, people get INTO it. I felt like a proud mama. I think the readability was also helped by the very basic colors and details, especially considering how the screen is literally blocked for portions of the game.

The little things – The visual and audio feedback for walls, the placement of event tripwires, not putting a point incentive to the distractions so players to choose to ignore them (Which you SHOULD be doing. You’re driving!) and that the car moves forward on its own. That last one is honestly important. It keeps players from having this moment of “what am I supposed to do?” and turns it into “oh god I’m moving!” and helps with the immediate engagement as well as adds a layer of urgency to the entire experience.

My design instincts are better than I expected – This could just be good luck, but I think my instincts have improved a lot from my studying. I’ve spent months studying game design preparing for the initiative to bring game-based learning to my day-job and I feel like I learned a lot. That being said, the best thing for me to do is to keep making games, and that’s what I intend to do with help from game jams like these!

What I Probably Should Have Done (But Didn’t)

I need a team, I think – While I’m glad I took my first one on alone, I would have been infinitely more productive with a team to take on different tasks. There was a meetup in my area, but with my boyfriend getting sick, I sort of used that as an excuse for my anxiety to talk me out of going. I will most likely push myself to actually go next time (or remote work, there’s options).

Better scheduling – So I didn’t take Monday off work and I regretted it. I would have loved to have that extra day to go back in and polish things, but I’ve learned my lesson for next time. Also, I probably slept a little too much (who needs 7 hours of sleep? Wasteful!) and there was some procrastination. Now that I’ve been through my first, I’ll know what to plan for next time.

The little things again – A lap counter, skipping the tutorial on level one, probably should have built a level 1 with no distractions to let players get used to the driving controls, etc.

What I Took Away

This was my very first game jam, and I may be hooked on them now. The adrenaline of coming up with my idea, the workflow of throwing a prototype together, the satisfaction of watching people playtest my game, there’s nothing like it.

Whether I’m going to do much more with this prototype is still up in the air, but even if I don’t, I feel like I learned so much from this project I’m ready to start building even more!

Also, I friggen love this little prototype. It’s like my baby now. My very infuriating baby.

What I Used

GameMaker Studio 2 for programming, art, and animation

Bfxr.net for sound effects

You Should Play!

You can play the game here: I have enough votes for a final score, but I would love additional feedback in case I do pick this back up and polish it into a game teaching kids to pay attention to the friggen road or something.

Have fun!

https://ldjam.com/events/ludum-dare/41/minigame-racing

Finally Got Around to Updating Graphics!

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I have been so swamped at work, I've barely had time to really polish this game. And while I still have a lot of work to do, I think it's moving along pretty well!

Also, I just recently installed Flash Professional, because I decided to go the vector route on this project, and I am not used to it at all. I got so accustomed to After Effects and Illustrator, and while it has some elements of both, it is its own beast entirely.

I hope to finish what I have and make at least a decent "Distracted Driving PSA" out of it. Maybe even market it to schools and include a facilitator's guide (that is part of my day job to write those, after all. May as well put that skillset to good use outside of work too). I don't actually know where I would host a game for educational use, other than teachers forums, but I'm hoping to go to the Games for Change Festival this June, so maybe I can ask around there!

graphics.gif It's still frustratingly hard, but I've gotten slightly better with practice

While I don't have a post-jam version available to play, you can play the original release here https://ldjam.com/events/ludum-dare/41/minigame-racing

I had an amazing first Ludum Dare, and I loved playing everyone's games! Can't wait for the next one!

Couldn't be happier!

I'm so friggen ecstatic! For my very first jam, I think this went super well!

I'm super happy with the results for the FUN category. That's the one that mattered to me the most at this stage. The graphics are just placeholders (in hindsight, probably should have opted out of graphics since it's all just blocks), and the theme is more of a suggestion, but the fact that people found the base game fun is the best result I could ask from a 48 hour prototype! results.png

I'll be spending my time before the next jam polishing this prototype (already gotten started! You can see it below). I can't thank you all enough for your feedback! I feel so energized, and I can't wait to come back in August to do it all again! 14d76.gif

Thank you all!

LD 42

Distracted Racing: LD41 Post-Jam Release

Hey LDJam people! My post-jam build for LD41 is available to play right now!

Play for free, or download it here: https://deprecat.itch.io/distracted-racing

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LD41 was my first jam, and I'm happy I was able to take that build and flesh it out further. Thank you all for the feedback you gave me on the original build. I can't wait to come back for LD42 and see what everyone comes up with!

Have fun - and I'm sorry in advance…

Finished my second jam!

My second ever game jam entry is live!

Play * Get to Work! * on Itch.io for Windows and browser.

* https://deprecat.itch.io/get-to-work *

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* Get to Work! * is a puzzle game where you just started your first day in a sorting warehouse, and need to stack the shelves with packages as efficiently as possible.

While you stock shelves, you not only run out of physical space, but virtual space too! Bins have assigned unique item limits that prevents you from stacking too many unique items into the same container, so be careful! You could end up boxing yourself into a corner.

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* Pssst! don't tell the boss, but you can cheat a little too. *

I had an amazing time working on this, and I got to watch a very talented group of RVA Game Devs bring their work to life too! I can't wait to start playing everyone's games!

How Efficient Are You?

Get in here and beat my high score

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* https://ldjam.com/events/ludum-dare/42/get-to-work *

LD 44

ARM & A LEG: Took me right up to submission hour to finish, but I did it!

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Play Arm & A Leg now on Windows!

Discarded by your owner, you need to sell your parts to escape

I honestly don't know how I got this done in time. The idea was kind of ambitious for the time frame and without having a team, but it's done! As much as I hated the theme, I think this is my best jam entry yet!

The game is only available for Windows at the moment, but I'm hoping to release an HTML5 version soon!

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Excited for people to play and get feedback, and I'm also excited to take a well-deserved break and play everyone else's games. Share your entry in the comments below! I'm looking for things to play.

Also, my friend is a speedrunner, and he currently holds the world record on this game. Give him a run for his money and see if you can beat it!

Speedrun

Arm & a Leg - Behind the Scenes

Play Arm & a Leg for Windows!

So going into this, I had no idea what I was going to do with this theme. I jotted down some ideas on a white board and picked the one I hated the least. I like to paper prototype things, so I brought out the sticky notes

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I originally was considering having a human main character, but I decided to go for robots instead. While I'm not opposed to gore, I wanted to be able to share this game with my co-workers and thought it was best to keep things....not bloody. Robots seemed like a safe way to play with the idea.

Once I felt good about it, I got started designing the main character. I started pretty generic and had some fun with it

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This felt too generic, and not as cute as I would like. I played with the colors and shaped for a while until I came to a design I liked. I then animated 16 versions of this bot based on what parts the user sold. That definitely freaked me out when I realized just how much animation I would need to do to pull this off.

LD44-Walk-2em1.gif _Here is a little dance I accidentally animated

After that came the merchant and the enemy bots. The little scavenger bots are honestly my favorite and at this point I was super motivated to keep going (Albeit worried as hell that I bit off more than I could chew)

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Looking to my original post-it doodles, I created a shop menu that both allowed the player to buy/sell parts for their bot, as well as give immediate feedback on what that choice means (something I struggled with early as a developer)

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The combat was the hardest part for me, as I typically avoid making games that rely on combat. But it just felt like the natural direction for the game, and I just loved my little stab-bots so much I knew it would work out in the end

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I'm really happy with what I was able to accomplish and I can't wait for the next one!

Share Your Narrative Heavy Games Here!

Making a game with a good story is hard.

Making one for a game jam is harder

If you have a game with a story to tell, share it in the comments! I would love to see what you've written!

It's hard to find time to write anything while worrying about art/mechanics/music/programming

Also, come play my game Arm & a Leg Where I also somehow managed to fit a narrative in it

(Don't ask how, I've kind of blacked out the past 3 days...)

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Ludum Dare 49

"Perilous Potions" Is Live!

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Play Perilous Potions on Itch.io

I can't believe I got this beast done in time.

This was such a crazy week for me. I practically found out I have a new role at my company this week and I start tomorrow. Decided to do my 4th game jam and told all my friends so I couldn't chicken out of it. And I built this whole thing by myself in 3 days waking up so tired I may as well have not even slept.

I may be over sentimental from the fatigue, but I am so proud of this one and I almost want to jump right back in and start polishing: but I'll hold off so I can try everyone else's games and give as much helpful feedback as I can.

I have a lot of "behind the scenes" content on this entry that I'd like to share as a post-mortem in case anyone here finds it helpful in their future jamming. Thank you to this community for giving me a reason to be a complete shut-in for 3 days and make something fun. I had a blast - and now I need to sleep for 12 hours.

Will share more soon!

Perilous Potion - Art Design Retrospective

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Play Perilous Potions on HTML5 and PC!

I wanted to take some time to show off the art process of my entry Perilous Potions. I decided I wanted there to be more of a focus on art this jam where I do my best to add clean graphics and animations in the timeframe.

Making the character and background

First, I jumped into chat with a couple friends and discussed what I was even going to make. The unstable potion concept was literally my first thought, but I wanted to consider other options.

I did lot's of bad sketches with my friends in aggie.io to come up with ideas New Drawing (2).png I still rather like the cryptid pokemon snap game idea, but I'll save that for another time.

In all honesty - the potion game won out mostly because I'm currently working on a full title with this character design in mind, so this felt like potential to flesh out that world or even be a mini-game in the full game.

Once I felt pretty determined on the potion-mixing concept I started sketching out visuals while my friends and I discussed mechanics.

New Drawing (1).png

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Once I felt confident in the look I wanted, I jumped straight into Adobe Illustrator that night and created the entire character design and the room she'll spend the game in.

witchpotions-screen-01.png

I was still very uncertain on a lot of things at this point. What would the UI look like. What were the exact mechanics? Lot's of stuff to figure out.

GUI Design

I started mapping out my UI but I really wanted to avoid covering up all the nice background detailing I had done. I jumped into Invision's freehand tool to play with some ideas on what the UI could look like.

Eventually I settled with a bar at the bottom of the screen to show the user's inventory of potion items.

Potions.png

I realized this meant I had a lot of assets to make, and I honestly probably overdid it. But I had fun making little flowers and herbs nonetheless

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I wanted the GUI to feel as much as the user was picking up ingredients from a table in front of them as I could, while still registering as an interactable menu instead of fading into the background. So far in my early testing - players pretty quickly pick up that you can drag and drop these icons without a tutorial telling them so. It helps to mimic other UI that we use in our day-to-day to help shortcut the controls in the players mind.

What I would fix

Honestly my biggest hiccup is how tied up this games mechanics became to color. This would make it very difficult for color-blind players. I did my best to make up for this by always including a color in the item's description and providing a basic color-mixing instruction, but there is way more I can do here to make this more accessible.

Thank you for reading! If you want to see me make these graphics in real time, you can watch the VOD of my twitch stream here!.

My next blog post will be all about the game's animation! Stay tuned,

Deprecat

Perilous Potion - Animation Retrospective

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Play Perilous Potions on HTML5 and PC!

Part 1 - Art Design

Part 2 time!

Prepping the art assets

So we left off on Friday night where I finished the bulk of the art assets. Now we gotta animate some stuff to make the art not feel so static.

I took the art assets of my witch character and broke her down into pieces to prep for animation. So her head, neck, shoulders, arms, etc, all had to be broken up into individual assets.

breakup.png I also created multiple heads with different faces I can swap between

Character Animation

There's lots of ways to animate a character, but I opted to rig the character as a puppet and use tweening for the effect I wanted. If you don't know what tweening is, it's essentially telling your computer that an image will be at multiple keyframes at specific times, and the computer fills in the gaps to move the image from one place to another in that time. This is an alternative to traditional frame-by-frame, where every frame is a hand drawn image.

https://www.youtube.com/watch?v=qqsdbOptKKk I found this video that shows the visual differences between the two

There's pro's and cons to this approach. The big con being that it can just look ugly and robotic to use tweening without some extra care. But this is a game jam and time is ticking, so it's fine.

So we open up After Effects (Which btw, I got a free trial to do this jam cause I usually get these apps for free at work. Goddamn are these apps expensive, it's disgusting)

But we need something to actually rig this character, which After Effects doesn't really have natively. So we need a plugin like Duik Bassel 2. This is an app that will let you rig humanoid and animal characters so you can easily animate them.

breakups.png Dem Bones

Now she's all rigged up and ready to animate. I made multiple versions of a lot of these animations for different emotional states. These emotional states are meant to help indicate how well/poorly the player is doing while playing. This was easy enough as the heads are identical, so all I needed to do was swap out the heads for each render.

ezgif-3-364df22c0c90.gif Wiggle, wiggle

I also turned the framerate waaaay down. Only 8 frames per second. This was for a couple reasons: 1. Smaller file size, faster performance 2. Looks more "anime". Anime is often animated on "twos", meaning they only show one drawing every 2 frames. It's cheaper to produce and, at this point, is iconic.

Effects Animation

Let's skip ahead to effects animations, which was MUCH simpler.

My effects animations are all around the cauldron, and at least one fills up the entire screen, so I decided to make my composition the size of the game window.

Then, I took some simple shapes that represented the different potion types I wanted players to create. I used basic tweening to scale the size, opacity, and positions of these shapes at different times in the timeline.

I laid this animation over a screenshot of the game so I could see how they would look and check the positioning. So far, so good!

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I made all of my assets for effects animations white or shades of gray. This is because I planned on drawing these sprites in-engine with colors overlayed - so starting with white means my colors and values will look exactly as I expect them to.

What I would do different

A big issue I ran into was the scale of my animations. I had my images scaled to (what I thought) was way too large and was causing me performance issues. By this point I was adding my sprites in-engine and noticed issues. I ended up re-rendering my animations over and over, scaling down, scaling down again, scaling up one again. It ate up a lot of my time.

Turned out the performance issues I was having was due to a memory leak from bad code. Whoops. Spent all that time trying to fix a problem that didn't exist. Oh well.

Thanks for reading! Let me know if these dev-logs are helpful at all. If you want to see me actually do some animating, I recorded myself on stream doing the bulk of it!.

Thanks for reading!

Deprecat

Share your Potion Brewing games here!

Let's get something brewing!

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Play and rate Perilous Potions here!

I noticed quite a few people went in the same direction I did in making a game about brewing dangerous potions. I think we have an opportunity to help offer advice on each others games based on mistakes/choices we've made on our own!

If you made a potion brewing game, or have one to recommend, drop them here and we can rate each others!

Ludum Dare 51

Was a last minute decision, but I'm glad I did it

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Thought this would be the jam to actually kill me, ngl.

So this wasn't my first Ludum Dare, but the date completely fell out of my head. So when my game dev group mentioned it on Friday I had to make a snap decision on whether I'd join. But man am I glad I did.

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I decided to * "take it easy" * on myself and make a cozy game. I'm still on the mend from finally getting caught by covid and since I always do jams by myself I didn't want to go too far in scope so I did my best to make something I knew I could finish.

I think I did a good job in that, but my body will not forgive me for the grind for a while :upside_down: This was probably my most complex game jam entry to date (I even did my own foley) and my first finished product in Unity so I had to learn a lot on the fly.

So if you wanna play something kinda cozy, come check out my game * Pet the Damn Cat! * for Windows and HTML5.

I'm looking forward to taking a lil break from game dev and just focusing on playing y'alls games now.

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Post-Jam Retro - Pet the Damn Cat!

Hey so I'm not sure if this will be helpful info for anyone but I wanted to do some retrospective content because it just feels like the thing to do and is hopefully helpful info for other devs! So I'm gonna make a couple posts just going over my process on how I made my game "Pet the Damn Cat". If this is helpful info please let me know in the comments!

You can play "Pet the Damn Cat" here to see it all in action.

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Part 1: Draw the Damn Cat

Alright this is already a bit of a misnomer. For the art of my game I didn't draw anything by hand - rather I used one of my favorite art tools Affinity Designer. It's a very affordable Adobe Illustrator clone which I enjoy for a couple reasons that I'll go into.

If you're unfamiliar with both Illustrator or Designer here's the main point: These tools are made to create vector art as opposed to raster art which you would create in tools like Photoshop or Clip Studio.

Raster images are made from individual pixels. Vector art is basically made of math - stored coordinates, curves, and other info that tells your computer how to read it to create the image.

It's a lot like creating 3D models just with one less dimension. You can create shapes that scale infinitely and assemble them into the final image because no matter how big or small the item is the math is always the same.

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I use vector for a few reasons: - I personally just love the flat shapes. It's a part of my own style but has unique limitations that allow me to problem solve and make more unique work than if I drew by hand

  • Nothing is ever wasted. I can reuse my cat or any piece as many times as I want and scale it infinitely to fit any project. I could also reuse parts for another animal if I wanted and simply recolor them within seconds, or create skins and color variants within moments.

Dawn of the first day

So the jam starts and pretty shortly into it I have my concept decided on a game where your cat begs for attention every 10 seconds. Now what?

Well, since I already know my game is going to rely heavily on my visuals I just jump right into making mostly finalized graphics. There's not a lot of time for iteration here.

I get to work building the room first. I don't go too overboard on details, I just make enough to make sure it reads as a room in someone's house. I made my canvas a standard 1920x1080 then just started filling it with room stuff.

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Dramatic recreation of room making

Once I had a basic room I needed my characters. So I created the first iterations of my player character and the eponymous cat.

I do this similarly to the room, but with the expectation that I'll need some clean up to rig these characters for animation later.

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Her hair is made of balls

Once I got both of the characters looking about how I want them to and to the scale I want them in the room, I copied their assets into their own individual files.

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I also made some changes to the cats design to help everything blend together as if the cat is one piece

From here I grouped everything together into the individual chunks that need to be animated and labeled them to make rigging easier on myself later. I also label based on what side of the character, as I consider where I want the shape to rotate from.

The ears, for example, I want to rotate at the base of each, not at the center between the two. So they both get their own asset and I label them as left and right accordingly.

layer names.gif

The eyes always pose an interesting challenge. I want the irises to be able to move around and look in different places. So what I do is I punch out holes in the shape of the eyes on the head and create an Eyeback asset. So then I have the head, the irises, and the whites of the eyes all in separate pieces.

punchout.gif

For the mouth, I create multiple assets that I can hide and reveal to mimic the opening and closing of the mouth, including some expressions for when the cat is angry at your petting ability

mouths.gif

And to give the eyes more personality, I create eyelid assets that can just appear over top of the face to create the illusion of blinking or changing expressions

eyes.gif

Now that the cat is ready for rigging, I highlight all of my layers and create Slices in Designers Export Persona. This will allow me to export all of my assets without having to break them out into their own artboards.

slices.png

So because I'm animating in Spine2D I have another step before I export all my pieces out. Spine2D needs a JSON file to take all the info of my character and allow me to import it all at once with it's body parts in the correct place. With Adobe tools, you usually need to get a special export widget from Github. But Affinity Designer just has it built in! So handy

json.png

And that's it! I hit export and it does the rest for me. I now have all my art assets broken into chunks, labeled, and they have their own Spine.json to let me just plop this into my animation tool and get started.

files.png

That's it for part one of my Retro! Next is animating in Spine2D. Let me know if you found this helpful or if there's anything you'd like me to talk about.

Share your bugs that were too funny to take out

Sometimes you make a mistake or just don't think about the consequences of a mechanic too much and it ends up being your favorite part of the game. Happy little accidents :slight_smile:

360noscope.gif

My personal favorite is that there's no constraint to the "nodding" mechanic for one of my entry's minigames, so you can turn this small slice-of-life sim into The Exorcist. Still got some Halloween theming into the game after all.

Share your favorite bugs from your games in the comments!

Also, if you have a moment, please check out my game Pet the Damn Cat!, available in browser on Itch.io and Newgrounds