Hey everyone. A new month has started, meaning the time has come to post more info about Garb & Corncob. However, you may have noticed the sudden lack of development updates on my social media pages. Unfortunately, I have not been able to share any screenshots or the like for multiple reasons:
- Most of my work this month has gone towards behind-the-scenes efforts like commissioning assets from others and planning marketing materials.
- I got hit with a wave of illness towards the end of the month and needed to take some time to rest for my own well-being.
- There just isn’t too much more I can show at this point in development without spoiling various details about the game.
Taking this 3rd point into account, I intend to wait until more of the game is ready before I continue posting updates. I am actively developing the game, but I ultimately feel that the content currently being worked on should not be shown until it is closer to completion. I would explain further, but again, spoilers. Just know that the project is very much alive and I cannot wait to reveal more about it!
Thank you for your understanding. I hope you’ll stay tuned and look forward to what I’ve got in store!
The spooky month of October has come and gone. Unfortunately, development on Garb & Corncob slowed down this month, as I needed to focus on polishing up Package Handler VR. I still managed to complete a few tasks, though, so let’s take a look at them!
Continuing with my focus on the game’s battle system, I started out the month by implementing win and lose screens. Previously, the game would simply cut to the overworld upon a win or to the main menu upon a loss. But with win and lose screens, these scene transitions appear much less jarring. The win screen currently just displays some win text, but in the future it will likely be updated to include a list of spoils from each battle. The lose screen, on the other hand, allows players to either restart the battle or return to the main menu and load previous save data. This screen also shows dead Corncob. Please do not allow Corncob to die.
Next, I implemented the AP & SP system. Previous screenshots included the UI elements for this point system, but functionality had not been programmed in until now. Players earn 1 AP and 1 SP for each successful standard attack. AP, or Attack Points, can then be used to execute stronger versions of standard attacks. SP, on the other hand, will be used for a mechanic that I intend to reveal much later down the line, as it will not become available until the second half of the game’s first area (and also because I like teasing).
That’s it as far as progress on the game itself goes, but I also began livestreaming work on concept art this month! Check out these 2 pieces of environmental concept art!
Yeah, they’re pretty scrappy, but concept art doesn’t have to be perfect!
Thanks for reading! I intend to continue work on the game’s battle system for the upcoming month, but I feel confident in saying that the basic mechanics are nearly complete. Be sure to tune in next month to see what progress I make!
A new Package Handler VR trailer has been released, showcasing the latest build. Check it out!
Package Handler VR, the virtual reality package-handling game created for Global Game Jam 2018, is now available to download on itch!
As you can see, the game’s visuals have significantly increased in quality since Global Game Jam. In addition, we have refined the physics, added a few models, and — as a goal for Eastern Kentucky University’s fall 2018 game jam — I added in a menu and scoreboard! So get to work and rack up those (virtual) muns!
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 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!
Flewberry has been out for a bit now, and I have received a good amount of helpful feedback, especially after the Kentucky Fried Pixels launch. Candle and I have spent the past few days pondering over the future of this project, and we have arrived at what we feel is a good plan.
We will continue working on Flewberry for the next week or so, fixing any remaining bugs and tweaking the gameplay until the game feels worthy of a version 1.0 release. This will mark the end of development for the time being. Due to my other ongoing projects and heading back to school in a couple of weeks, I am unable to make any commitments beyond this version 1.0 PC release.
However, come mid-September, when I will have a better idea of my school and work schedule, I may be able to come back to this project. Should that end up being the case, Candle and I will collaborate once again to create an enhanced version of Flewberry for mobile devices, something that many players have suggested to us.
I will be sure to inform people if we are able to continue developing Flewberry in the future, but for now we just want to focus on finishing up work on the content we currently have. Thanks for reading, and if you haven’t yet, be sure to try out Flewberry for free on itch!