Hey all! I’m making a quick post to inform you that I have moved the contents of the Fangames page to a separate project page within my portfolio. Not much else to say here; just a small organizational change.
After wrapping up development on Flewberry and moving back into college, I finally returned to development on Garb & Corncob! I spent this month continuing work on the battle system. Check out what I’ve accomplished!
I previously discussed the game’s 4 planned status effects. I implemented 3 of these effects at the beginning of the month: depression, stun, and burn. At this point, status effects would not expire over time, which lead to the humorous issue of Corncob being permanently stunned.
I then implemented the 4th status effect – yucky – and implemented status effect expiration. I also heavily optimized the code for handling fighters in battle. I originally used separate scripts for Corncob and enemies, but I realized that much of the code contained in these scripts applied to all fighters, regardless of side, so I combined this shared code into a single script. Of course, some of the code remained exclusive to either Corncob or enemies; so I kept the separate Corncob and enemy scripts and simply derived them from the script containing the shared code.
With status effects working for Corncob and the 2 fighter types linked, implementing status effects for enemies was a snap! I only had to make minor changes due to the differences between how Corncob and enemies perform actions (Corncob reads player input, while enemies randomly select an action from their repertoire).
For organizational purposes, I sketched up some custom icons for my enemy and action scriptable objects. I have these 2 types of objects stored together, but they originally shared Unity’s default scriptable object icon, making the assets a bit difficult to navigate. Luckily, setting custom icons in Unity simply entails placing a specifically-named image into the Gizmos folder. Now I can easily determine the 2 object types from each other. You know what they say: neatness counts!
Unfortunately, spending time setting up my Twitch channel and dealing with illness left the latter half of September devoid of screenshots. But fear not! Work is still getting done, albeit at a slower pace right now do to this little hiccup. For now, I am continuing to implement battle mechanics. Once the battle system is done, I plan on fixing up a few things based on what I learned during Flewberry‘s development, and then I will dive into creating the game’s boss battles, which will function a tad differently than regular battles. So get hyped and stay tuned as I work to bring these plans to fruition!
As mentioned at the beginning of this month, I have set up a brand new Twitch channel. After a few test streams, I have decided to stick with Twitch as my livestreaming platform of choice. I currently intend to stream for roughly 2 hours each Saturday and Sunday. Saturday streams will consist of art and game development, while Sunday streams will consist of gameplay. I originally intended to have scheduled start times for each stream, but these plans unfortunately do not work with my constantly-changing college schedule.
I will be going live this weekend with avatar sketching and Xenoblade Chronicles 2 side quests! I hope you’ll join me, and I hope to see this channel grow strong!
Hey all! I’ve made a few changes to my various social media accounts, and I wanted to let everyone know what’s changed!
My Instagram username has changed from “corngamer” to “garbdev”. I’ve been meaning to change my username over there for awhile now, but I’ve struggled to come up with a good username since my own name has already been taken.
Coinciding with the Instagram name change, Corncob’s Twitter account, @CorncobTweets, has changed to @GarbDev, with me as the account’s head. Corncob’s done a good job of structuring the content output on the account, so while I am taking the wheel, I don’t intend to change what’s posted there.
Finally, I mentioned in a previous post my plans to return to streaming in late September. I’ve been wanting to test out streaming on Twitch before I bring back regular weekly streams, as I feel the platform may be a better fit for the content I am trying to produce. As such, I have created a Twitch channel! I intend to do some test streams on the channel within the next few weeks to see how everything goes over there. Announcements for these test streams will be limited to my Discord server, so join if you wish to be notified when I go live with testing!
Thanks for checking out what’s new! I’m hard at work on game development and preparing for the return of weekly streams, and I can’t wait to show people what I’ve been working on!
As discussed in a previous post, Candle and I have decide to wrap up development on Flewberry once we reach what we feel is a good version 1.0. Welp, we have reached that point. Flewberry version 1.0 is out now. We feel that this build has the capability to stand on its own as a complete game. Thank you to everyone that tried out the game, helped out with its development, and tuned in to the livestreams! If development picks up again in the future, we will definitely let you all know!
I have hinted at this for the past few weeks, but the time has come to put it into an official announcement: I am going to take a break from streaming for the next month or so. The poor reception to my current streams has opened my eyes to the fact that I need to restructure how I go about streaming, but unfortunately this reception has also taken a heavy toll on my mental health. I need time to both rest and figure out a new direction to take my streams in. I would like to return to streaming sometime in late September – although this is not the definite plan – and I will make sure to keep people updated on any changes I will be making.
Thanks for reading. I apologize for disappointing anyone with this news, but I feel that using this time for reflection and restructuring will ultimately make for better streams in the future.
If you have checked this site within the past day, you may have noticed that it has changed up quite a bit. The new visual theme would be the most obvious change, but beyond that I have restructured how this site organizes my games.
After heavily promoting my itch profile during the development of Flewberry, I realized how odd it looks to have my original games displayed next to the fangames I used to develop back in high school. Upon this realization, I decided to remove my fangames from itch.io and go back to distributing them through MediaFire. Despite the platform allowing fangames and mods, I feel that my itch profile should exclusively showcase original content, as I ultimately wish to be known for my original games. At the same time, I do not wish to completely block access to my fangames, as I feel people should have the ability to see where I started on my game development journey.
Keeping in line with this separation of fan content and original content, I have split the Games page into 2 separate pages. The Portfolio page displays a list of any original games I have worked on, along with a sub-page for each game providing my role, download links, a brief description, and media. The Fangames page displays a list of any fangames I have worked on and details about each fangame on a single page. As of this post, every game in both lists is available for download through one site or another. I hope these changes will keep this site more organized and help to further push my original content as I move forward.