Progress thread for my ColourMapster game :)

Discussion in 'Video Games' started by Shashi, Sep 16, 2017.

  1. Shashi

    Shashi Well-Known Member

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    Hi everyone, I just wanted to let you all know about a game I’m working on called ColourMapster: Quest for the 5 Tomes :)

    Here is a short description: it's a puzzle-adventure game about helping ColourMapster find 5 books scattered throughout a cavern in order to get to the exit, and here is a video recording of the overall gameplay up on Facebook as part of the GameDev Hangout held on Friday evening 25th of August 2017 (I'm the second person being interviewed :) ):


    (Note: You'll need to toggle the Sound as it has been set to mute from the start)

    Here's what you can expect while playing the game:
    - puzzles/scenarios/obstacles to get through to progress and find the 5 tomes, plus all the necessary backtracking ;)
    - creatures, big and small, to heal or avoid

    My progress made in the game so far:
    - Basic ColourMapster sprite made for the game
    [​IMG]
    - License-free creature sprites (spider, spiky creature, fly, piranha) from OpenGameArt.org
    - Level for the first area
    - A locked door for which the keys to unlock it are scattered throughout the level

    More stuff to add in

    - More creatures (bats, crabs, lobsters, blind fish, centipedes etc)
    - Coding for the doors so that they don't all open at the same time XD

    What am I up to these days?
    I had recently joined a 3-month internship programme called the LEVEL UP Apprentice Programme about 2 weeks ago, and I had decided to share my progress on the game with everyone on the Sunstone Forums, especially those who have been very helpful and supportive of my efforts :)

    People whose work, videos and advice I am thankful for
    Credits list for those whose assets I’m using, the sites from which I obtained them, and YouTube/Udemy users whose videos I’m learning from :thumbsup

    - Wewewezing- -emphasised the importance of planning and drawing out a level’s design on paper first before drawing it within Construct 2 (Sunstone Forums)

    - Buch- -background tiles for level design (OpenGameArt.org)
    [​IMG]
    - Bevouliin.com- -spiky creature and spike sprites (OpenGameArt.org)
    [​IMG]
    - Surt- -multiple creature sprites (OpenGameArt.org)
    [​IMG]
    - Redshrike- -spider sprite (OpenGameArt.org)
    [​IMG]
    - Redfoc- -coding for unlocking doors, and platformer sprites (control buttons, doors etc) from the door tutorial (YouTube)

    - Kawaerri- -Construct 2 videos that were simple and to the point (YouTube)

    - Jeremy Alexander- -basic code for Player controls, stamina bar, Udemy tutorials (Udemy)

    - GameDev- -Construct 2 code and assets for water effect tutorial (YouTube)

    - KDU University College- -idea for editing the Stamina Bar so that it looks better than the initial design

    - Joe Williamson- -tome sprites used in the game (OpenGameArt.org)
    [​IMG]
     
    Last edited: Oct 29, 2017
  2. Shashi

    Shashi Well-Known Member

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    Hmm, it has occurred to me that in all the brouhaha of setting up this thread, I had forgotten to display the targets I'm supposed to reach for the next 10 or so weeks XD . Worry not, for I have come prepared (along with some commentary):

    Week 1 (2 weeks ago; Pre-production)

    Decide on the type of genre we'll be focussing on, decide whether to work alone or in a group, prepare a schedule for our project (such as the one below), as well as register a company under our name or a trade name, whether in a sole proprietorship or a partnership (essential for assisting our internship employers in transferring the IP of the final product back to us)

    Solo effort
    Creating a Puzzle-adventure/Metroidvania game using Construct 2
    Watch YouTube, Udemy videos and analyse purchase/free game (.capx) files to learn how to add in desired features, attributes

    Week 2 (last week; Pre-production)
    Researching videos to help improve movement coding for all the creatures, finding suitable tiles to represent the cavern, doors and tomes

    Adding in how many more unique creatures? - yet to be determined
    New Movement code for spider – not added in and tested yet
    How to add in Line of Sight that works separately for each Spiky creature – not experimented with yet
    Tiles for doors – not found yet
    Initial coding for one door – testing
    Sprite(s) for tomes - found

    -- Completed the registration for a company under my name :)
    -- Filled up the Week 2 to 10 slides with my project's schedule :)

    Week 3 (this week; Pre-production)
    Researching coding for tomes to unlock specific doors (without all related doors opening at once)

    Using Functions for the doors – uncertain whether (Nice to Have) or a must

    -- Still experimenting, researching on how best to code the doors to not all open at once after obtaining the specific tome, whether by using Instance Variables,
    -- Spider is moving around as expected, with the jumping needing to be fixed (will most likely revert to using special collision boxes for triggering the Platform: Jump behaviour
    -- Line-of-sight is, again, not working for the spiky creature as has happened before :(
    -- Found my initial cave rooms design, and made a few edits on the locations of the tomes

    Week 4 (Pre-production)
    Prepare rough sketch of overall level design, add in the tiles and collision boxes

    Uncertain as to whether to work on the above first, or tackle coding for ‘Must Have’ mechanics (switch around with Weeks 2 and 3?)

    Week 5 (Production)
    Adding in puzzles and bigger creatures to heal

    Puzzles (Must Have)
    Bigger Creatures (Nice to Have) (edit: there is likely to only be 1-2 bigger creatures in the game)

    Week 6 (Production)
    Search for suitable sound effects and background music for the game, then add them in

    (Nice to Have, and will probably be rushed; hopefully not :) )

    Week 7 (Production)
    Hire an artist to prepare the narration frames for the beginning and end of the game

    (Nice to Have, and most likely unrealistic)

    Week 8 (Production)
    Adding in more animation frames for CM, such as for movement, injuries, jumping, falling, idle animation (or hire artist to do this for us)

    (Nice to Have, and probably a little too late by this point)

    Week 9 (Production)
    Start sharing the game with friends and willing playtesters for feedback and fine-tuning

    Week 10 (Post-Production)
    Putting the game up on GameJolt, Itch.io and or Steam

    Week 11 (Post-Production)
    -

    Week 12 (Publishing)

    -
     
  3. OgreTusk

    OgreTusk DTM, and Creator of Gurral the Smasher

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    Good luck with it, sir! I know you'll make it great!
     
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  4. Shashi

    Shashi Well-Known Member

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    Thank you Ogre :happy
     
  5. Shashi

    Shashi Well-Known Member

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    Hi all, I thought I would update you guys on what's been happening :)

    We've had 3 talks on Monday: the first was about how the Gameka company was brought to life and some of the obstacles they had to overcome before they started becoming successful, a talk on Player Experience in terms of Game Design, and the last one focussing on making concept art, using the least amount of time, for the other members of your team to work with for your projects. The second talk involved the dissection of the games being made by several teams/individuals by Shern Chong, a lecturer from KDU who specialises in Game Design.

    When it was my turn to explain what my game was about and receive feedback from Shern Chong based on the Project Pitch document shared with him by our Activity Manager (Bazil Akmal), he pointed out that the potential of the Tomes of Virtue concept were being held back by the coloured doors concept, in which previously the idea was to have the Tomes unlock the doors.

    Mr Shern then encouraged me to set up obstacles that would teach the player, namely ColourMapster, to overcome obstacles related to each Tome, which was what I had in mind from the start, and set them up in such a way that obtaining each Tome would represent a significant milestone in the game.

    I was relieved to not need to put in all those doors, given that it took me a while to piece together several Construct 2 articles/tutorials how to actually make them work as I wanted them to :D

    However, that would mean having to redesign the level layout, which is both a boon and a bane, in time for tomorrow's presentation of our progress, which was in part impeded by my needing to send my laptops for servicing and other chores around the house, not to mention my getting distracted by this and that D:

    The good news is that I've been copying all my prior notes from notebooks in my room into one big book for keeping track of my thoughts and ideas, while the bad news is that I have less than a day to hammer the main area of the game out in time for tomorrow's presentation, and I have made scant progress on synthesising my notes into an updated version DX

    In the meantime, it's time to start making a coherent diagram on paper first, then making a rough sketch in Construct 2 and share it with Mr Bazil. I'll update you guys on what happens next :)
     
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  6. Shashi

    Shashi Well-Known Member

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    Well, it seems that a mis-timed Windows update only left me able to update my PowerPoint slides for Bazil, so I showed and explained my level diagram to him. Having noted that I was going to set up different copies of the game file to handle and test different parts of the main game area, Bazil suggested that I work on the first puzzle/obstacle course first and see how it goes :thumbsup
     
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  7. Shashi

    Shashi Well-Known Member

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    Hi guys, I've got good news! Based on the information I had gathered on using Instance Variables (IVs), I experimented with the code for the spiky creatures attacks and it worked! Now each spiky creature only fires upon ColourMapster when CM overlaps the detection sprite (with it's own specific IV) and the corresponding spiky creature (with it's own specific IV) is in the vicinity :biggrin
     
  8. Shashi

    Shashi Well-Known Member

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    Hi all, I added in 4 more spiky creatures, tested their coding only to find out I didn't add any specifically tailored to their own IVs (instance variables), then followed Kawaerri's Wall trap video (boulders falling from the ceiling) to create and test out one of the puzzle/obstacle courses for the game. Since the boulder kept falling through the floor when CM stood a certain distance away from it's X-axis, I added in an action to disable the Bullet behaviour of said boulder below the zero speed action, and it worked :)
     
  9. Shashi

    Shashi Well-Known Member

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    Mr Bazil wasn't free to have the Feedback session today, but he did manage to MDEC to sponsor all of us to attend the LEVEL UP KL event happening between the 4th to 8th November, so that's a treat :)

    ...Well, it seems that I either didn't code in the new doors properly, or I have made some mistake with the sprites in general. It's a bit of a bummer because I need the door to work properly the first time around, as otherwise it'll weigh on my mind until it's done :(

    Other than that, testing for the first puzzle/obstacle course was carried out and works according to plan, but until I can get the game to load the next layout once CM gets to the door at the end the first layout, I'll be stuck experimenting with the other puzzles within the fist layout. I can't afford to get stuck working on this aspect while neglecting the others; basic standard procedure from when I struggled with my maths homework while at high school; there's no point getting hung up about something (a particular problem), as we can just get back to it once we've solved all the other problems :) :thumbsup

    Shaking boulder
    [​IMG]

    Falling boulder
    [​IMG]

    Poor spider that got pinned by the boulder :(
    [​IMG]
     
    Last edited: Oct 31, 2017
  10. Shashi

    Shashi Well-Known Member

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    Hi everyone, I managed to fix my problem with the door's animation once I watched the tutorial video from Redfoc :)

    I'll now be working on 2 versions of the game: one in which I set up and test the obstacle courses for the game, while the other will be used to experiment with global variables for both ColourMapster's stamina bar and the switching of layouts from the First Area to the Main Area. At the moment, I've been thinking of changing the first area to to better reflect the main gameplay for the main area of the game, which would be traversing obstacle courses, rather than having CM explore the area to find items to open the door.

    Also, at this point of time, switching from one layout to the next and setting the Stamina bar to global variables to facilitate the switching might be neat, but at the moment, I'm classifying them as being in between the 'Good to Have' and 'Nice to Have' categories, as opposed to the 'traversing puzzles/obstacle courses to obtain the tomes' segment (which is in the 'Must Have' category).
     
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  11. Shashi

    Shashi Well-Known Member

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    Hi guys, I had decided to move away from using global variables for the Stamina bar and switching from one layout to the next doesn't work properly, and have shifted these two items into the 'Nice to Have' category. Moving forward, I had decided to combine all 3 areas into one big layout, and have put together a rough patchwork of objects and collision sprites to lay the groundwork for the main part of the game :)

    I might decide to take a break and finish collecting all the sprites I need to 'disguise the moving platforms and beams, as well as prepare the instruction signposts/'shimmering' or 'glowing' buttons in the background to explain what the controls are for the game. Cheers! :thumbsup
     
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  12. Shashi

    Shashi Well-Known Member

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    Hi everyone, I added in all the sprites I might need for the game, such as those for the tomes, pause, jump, action and direction buttons, exit, left, right and blank signboards, backgrounds, heart icons and pressure buttons.

    Also, I noticed that I hadn't kept a log of where I got my sprites from, so I added in a comments section at the top of my event sheet that explains where I got each set of sprites from :)
     
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  13. Chickenman456

    Chickenman456 Design Team Member, Creator of Bubbles & Neko

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    Very interesting, I'm impressed!
     
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  14. Shashi

    Shashi Well-Known Member

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    Hi Chickenman, thank you for the vote of confidence! :) :biggrin
     
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  15. AgentDrako

    AgentDrako PECK!

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    As someone who never got around to spriting it in the past and have recently started to get back into spriting, I will happily extend my hand if you want me to help with the sprites for the game. I can easily make a spritesheet for various character, enemies, and tilesets if it is something you still need.
     
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  16. Shashi

    Shashi Well-Known Member

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    Alright, let's discuss the details through a PM :)
     
  17. AgentDrako

    AgentDrako PECK!

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    Sure thing, I'll send one your way
     
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  18. Shashi

    Shashi Well-Known Member

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    Hi everyone, after attempting to programme the moving beams to use the Custom behaviour and then Sine behaviour over the past few days, but still not achieving the effect I wanted for the second obstacle course, I decided to use Bullet behaviour, added in 2 collision sprites to make the beams move up and down whenever they overlap, and manage to get them to work beautifully yesterday (after a few bizarre results XD) :)

    Moving Beams
    [​IMG]

    Moving Platforms
    [​IMG]

    Seeing as it's now the end of Week 7, and with 3 more obstacle courses yet to be completed, I have decided to only add in the tiles, sound effects, menu, signboards depicting the controls and whatnot within the last few weeks of the programme, or at least once I'm done with the 5 obstacle courses :biggrin
     
    Last edited: Oct 31, 2017
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  19. Shashi

    Shashi Well-Known Member

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    Hi everyone, seeing as I'll busy in the coming week (& over the next few days), I had decided to continue working on the obstacle courses, or at least some of the coding that would allow them to work as intended, such as the pushing/pulling mechanic (note to self: Push,Pulling Masks have to be big enough for any interaction to take place :D), pressure plates (3rd floor)/buttons (4th floor) on the floor that decrease in size when blocks are overlapping them for both the 3rd and 4th obstacle course (although the buttons in the 4th corridor seem to be behaving erratically) (note to self: animation speed of sprtes with more than one frame of animation has to be set to zero, as otherwise the buttons and doors would appear to have already been stepped on, or opened, even before we fulfill the criteria of the mechanic/event XD).

    Also, the spiders kept stopping after touching the blocks, so after some tinkering and referring to screenshot notes as well as previous versions of the game file, I got them to change directions when up against the solid blocks :)

    Now the question is: will adding Instance Variables to each of the 4th corridor buttons help with enabling the solid walls to open, and how does one enable the buttons on the wall to change colour (the second frame has the colour in question) and flash several times for a few miliseconds/several times in one second before the next button is triggered?
     
    Last edited: Oct 24, 2017
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  20. Shashi

    Shashi Well-Known Member

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    Hi everyone, I had been meaning to delay my updates over here until after I had made significant progress on my game, but due to my game file having become unreadable yesterday and having to start over from last Saturday's file, I decided to start updating this thread each time I work on the game, lest I lose track of what I've done so far :biggrin

    Note: I'm working on this a lot more as I want to get it ready in time for the Level Up Conference taking place on 7 and 8 November 2017, whereby I might get the chance to show off my game to all the visitors :) :D

    Anyhow, I've completed and tested the 3rd obstacle course (glitching button that opens the first door notwithstanding XD), and figured out why exactly the doors were going in the wrong direction and or flipping to one side before going up. It turns out that for objects with the Bullet behaviour, you have to click No for the 'Set angle' option, otherwise the sprite will flip to face the direction it's supposed to go towards and keep moving in that direction, thus displacing the boxes and spiders skittering about on the floor.

    Which switch opens the door(s) ?
    [​IMG]

    Particle Effects! :D
    [​IMG]

    Other than that, the memory buttons for the 4th obstacle course were not changing frames fast enough, so I adjusted the timing by a bit, made some adjustments and added in code for the solid wall sprites in the same floor (4th obstacle course; they haven't been tested yet), and switched to working on the 5th floor for a bit by adding in the Heal action for CM, which will help with getting past the 2 giant creatures you'll run into later on, added Health bars for both giant creatures (I toyed around with the code only to have them overreact to one collision with CM's Heal action, before the file became unreadable DX), added a sprite (along with visual effects) that moves with one of the giant creatures (set to just above the tail of the creature) and will cause damage to CM upon collision, having an issue with the invisible, non-solid steps become visible and solid (the visible part worked out fine, but not the enabling of the Solid behaviour), and added the Piranhas back into the game, along with Bullet behaviours and sprites to help them switch directions from left to right (this is reflected in their animation frames as well, as opposed to them just moving back and forth while facing only one direction).

    Buttons on the floor
    [​IMG]

    I'll be seeking consultations with 2 game development lecturers to help me look through my game and pitch deck (a handy tool to keep track of your progress, both for yourself and the activity manager overseeing everyone's progress) and give advice on how to improve or overhaul the entire game; wish me luck :thumbsup
     
    Last edited: Oct 31, 2017

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