Back into Game Maker

Recently, I decided to purchase Game Maker 2. There's this game idea that I've had for a long time that I wanted to toy around with a bit so I decided to do so with the latest and greatest version of Game Maker.

What I'm starting to make is planned to be a procedural rogue-like. Nothing really new. The idea is to take some of the feel of The Binding of Isaac, get rid of the theme and open it up a bit to make it feel less claustrophobic. 

Currently, I've made a placeholder player with basic top-down movement and the beginning of a world generator. 

The world generator has been pretty interesting to create. The idea was to create a map out of multiple rooms all put together on a grid. Sort of like how Spelunky works only with a top down game as opposed to a platformer. I have managed to create a system that will copy rooms as they are in the room editor and paste them into grid spaces in a larger room. The potential of this system is pretty amazing.

Currently, the room copier only grabs the objects, their position, and their scaling. I plan on making it be able to grab backgrounds, tiles, and the image angles of objects also.

This ugly disaster of a room. What the spawner did is pretty amazing, though.

This ugly disaster of a room. What the spawner did is pretty amazing, though.

Friday will also be the start of the Salt Assault IndieGoGo campaign. I should really be cracking on that instead of working on new game stuff but I'm more hype about the new game stuff. I think I'm going to put some money into ads on a few places and hope for the best. Maybe Mr. Cody Gough will be able to point me in the right direction.

Speaking of Cody, I'm supposed to be on an episode of the Game Life Balance US podcast tonight. Should be fun. Hopefully I can bring something to the cast.

Other than what's here, I've been playing a bunch of Dead Cells, just started Cuphead, and played through Ruiner recently. Dead Cells and Ruiner are both super sweet. Cuphead is decent, but doesn't feel like it's giving me anything that other run and gun shooters don't. The theme is fine, but it's not super cool to me.

An off topic note: Making coffee in my french press is where I've seemed to find my zen recently. It's weird.

Until next time.

_Doombrowski

Videos and Whatnot

I just realized that it's been a bit since my last post. It's not to say I haven't been doing game stuff, but my mind has been a bit preoccupied with Christmas and whatnot.

Here's what I've done:

Above is the tutorial video for Salt Assault that I hacked together with the footage that I got a couple weeks ago. It's not too terrible. The audio needs a bit of help and I need to include some card images. I'll likely work on that this weekend. I just threw that together in Windows Movie Maker. Definitely need to use something better on future edits.

I also made the following video for the upcoming indiegogo campaign. It's not listed so please don't share it before the campaign is started. Not that anybody is going to, but I figured I'd ask just in case.

I feel like my "following some loose" notes intro video turned out pretty decent. I need to add some card images to that video as well. I didn't realize the lack of cards being displayed until after I finished the uploads.

I have also been looking into lighting tools for Game Maker and have been brainstorming a new game with Kale. 

I found a project file with some amazing normal mapping and managed to manipulate it to work with multiple lighting objects. I'm not sure how well it's going to work with camera movement and lots of lights, but I was pretty proud of the result.

Now I need to find a way to implement shadow casting as well and I'll be good. I found a tutorial for it but am not sure how well it's going to work in conjunction with the normal mapping code. If it works, I can make a seriously beautiful game. More to come on that soon.

I've sent out the first wave of campaign links for Salt Assault to get some feedback and make revisions. I'm still hoping to launch the campaign early January.

I'm off to finally take a break today. I've been going non-stop for about 15 hours. Time to chill out and have some dinner.

Until next time.

_Doombrowski

Consider helping my game making endeavours by becoming a Patreon backer. :)

Consider helping my game making endeavours by becoming a Patreon backer. :)

Post Video Shoot - Pre Edits

The shoot was yesterday and I must say that it went much better than expected. I had this anxiety about it that just sort of went away about 20 minutes after I got to the shoot location and started getting things situated.

Everybody seemed to have a good time which definitely helped. Many laughs were had, lots of people I didn't expect to see showed up, and only a few people accidentally got beer spit on them. That's a win in my book.

good times.jpg

The main part I was nervous about was missing shots or having shots that weren't usable. After filtering through everything, it looks like only 1 shot was missed and 1 shot had audio issues. Luckily they were both my lines so I can record the audio at my house to fill in the gaps; It'll just sound a little weird during those lines. 

I still have some more video footage to record, but it only requires me to record it. I have to explain and pitch the game so people will want to help fun it and buy it. :) I'll just set my phone up somewhere at my house and knock out some sort of semi-off-the-cuff explanations. The experience with speaking at Indienomicon will help a bunch with this.

The video edits will probably be a 3 step process. I've already arranged the clips, trimmed out the bad shots, and labeled the clips. That's step 1. Step 2 will be trimming them in blender and put the clips together. After that, step 3 will be recording the missed audio and making the overall video audio sound better. That will probably take longer than the video editing.

I'll have a nice and cheesy, poorly made video, but it should get the point across and be effective for what I'm trying to do.

Being a solo entrepreneur with very little money makes a person wear lots of hats.

I'll post the video whenever it's ready.

Until next time.

_Doombrowski

If you're interested in helping Doombrowski out, consider becoming a Patron on Patreon. :)

If you're interested in helping Doombrowski out, consider becoming a Patron on Patreon. :)

Salt Assault Promo Video Shoot

Well, the Salt Assault video shoot is only a couple days away. I've been nervous about it all week. Tonight I dropped a bit of the nerves by taking the reigns on the leadership role and recording a video to help explain to the people involved in the video what's going down, what the lines are, and where they'll need to be. 

It's still a bit unclear who all will be there and what roles that they will be filling. I think as long as at least 5 people show up, it should be doable. 

Video production is a good skill to have if you're running a business. It's surprising how much a good video posted at the right place can help grow exposure.

I'll probably be dropping back into Blender to edit the video. It's not optimal since there are weird slowdown and sync issues in the preview but it's better than the other free movie editors that I've used.

I've also been throwing around lots of game ideas lately. I'm trying to think of something that requires low art and can be built upon in very small increments. (i.e. sit down for an hour and both visually and functionally add something to the game.) I would love to make a dungeon crawler a-la Isaac, but I don't know about the art. That's a bunch of art. Maybe if I create some sort of stylized Tron shit or something it wouldn't be too much of a pain.

I've been studying art a little bit this last week. I know that I can draw fairly well, but I haven't practiced enough and I haven't tried to replicate too much of what I think I could feasibly do on my own with enough iteration. If I could get to a point where I could confidently create quick iterations of characters, I think I wouldn't dread game art so much.

My next post will probably have a corny video.

Until next time.

_Doombrowski

Investors

Tomorrow, I am meeting up with a potential investor. The plan is to talk about opening a Local Game Shop. I'm currently re-crunching some starting inventory and startup cost numbers to have something to bring with me. It's pretty frightening thinking about these kinds of numbers since it's more than I make in multiple years, but I feel it's something that I can achieve and do so fairly quickly.

In game related news, I figured out a way to get rid of the frame rate lag on game exports through Game Maker. I think I'm going to slap together another buggy build of the game and put it up on itch and possibly Steam. Maybe I'll do some quick changes to make the game feel like it has more content. Some stupid shaders or something. I don't know. I feel like that game has kind of run its course. Time to release it and move on.

I've been pretty depressed lately and am trying to do somethings outside of what has been my "norm." Yesterday was pretty good. I suppose I just have to focus on less of what I'm used to for a while. Break the cycle.

I don't have much else to put here. Mainly wanted to make a note about the investor thing since opening a shop is becoming a more realistic possibility.

Until next time.

_Doombrowski