Flewberry Version 1.0

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!

The Future of Flewberry

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!

Kentucky Fried Pixels 2018 Bundle Out Now!

The Kentucky Fried Pixels 2018 bundle, consisting of 7 games created for the Kentucky Fried Pixels game jam, is now available to purchase! In addition to Flewberry, the game I worked on for the jam, the bundle also contains Carkour!, Shadow Siege: Rogue Island, Meow Meow Madness, Rungeon, Fragile Panic, and Kaiju Claim. For as low as a dollar, you will receive access to all 7 of these games. I hope you’ll check it out!

Be sure to also take a look at the Flewberry release trailer I created for the bundle’s launch.

Garb & Corncob June 2018 Devlog

The month of June has ended, so it’s time for another Garb & Corncob devlog! Last month, I completed the game’s cutscene system. Proceeding as planned, I shifted my development focus to tweaking the game’s battle system. Up until this month, I had only shown off the game’s overworld system, but I actually developed the battle system before the overworld when development began back in January and I was following a series of tutorials by xOctoManx. As you’ll see below, I held off on revealing the battle system due to the hand-drawn graphics appearing far more incomplete than those of the pixel-art overworld. Gotta make a good first impression, after all!

The first thing I did when returning to work on the battle system was create icons for status conditions. As with most RPGs, status conditions exist to affect fighters’ performance in battle. Four status conditions are currently planned:

  • Yucky fighters have weakened attack and defense stats.
  • Burning fighters take damage each turn.
  • Depressed fighters have a chance of failing when performing actions.
  • Stunned fighters cannot perform any action.

I then realized that the game’s UI should have sound effects to give it some charm. I wanted to give players the freedom to set separate volumes for music and sound effects, but was unsure of the best method for doing so. A simple tutorial search led me to a great video by Brackeys that introduced me to Audio Mixers. This feature of Unity greatly simplified the process of incorporating custom audio settings. By allowing the player to set the Mixer volumes on the main menu, the volumes persist across all scenes, so long as I link my various Audio Sources to their respective Mixers.

Due to E3 viewing, TooManyGames planning, and other projects requiring my attention, development slowed down during the middle of the month. While I had not made any progress during the week of the 16th, I conveniently forgot to post these 2 indifferent emotes when I first drew them. These emotes are the first ones added in since the Steamed Hams parody, which included smiling, joyful, angry, shocked, and sad emotes for both Garb and Corncob. Not all of these initial emotes were visible in the video, but they are all available as emotes in my Discord server (there’s nothing wrong with shamelessly promoting yourself in your own server).

Corncob is lying here. I attended TooManyGames this weekend and had these screenshots planned in advance, but it completely slipped my mind to have him make a post until the final moments of Saturday. Anyways, here’s the long-awaited first look at the battle system! Inspired by the likes of Final Fantasy and Pokemon, players and enemies take turns performing actions, which include melee attacks, projectile attacks, and healing. Corncob will be the only controllable party member (although he will not be battling alone, wink-wink) and up to 3 enemies can be present in battle. As you can see, the battle system still uses placeholder art: a rough sketch of Corncob with varying colors, the Garb Streams background, and some circles. I’m still trying to decide on what sort of art style I’d like to use for battles, but for the sake of getting it up and running I’m sticking with placeholder art for now. You may also notice that Corncob is animated, with separate poses for attacking and taking damage. Certain boss enemies will also have these animated poses, but for basic, randomly-encountered enemies, I’ve decided to limit them to a single pose in order to cut down on production time.

Before the initial battle system reveal, I added some polish to how multiple enemies are handled: duplicate enemies are now labelled with A, B, or C, and enemy spawn positions now change based on the number of enemies in battle.

I had used prefabs for storing enemy data up until this point, but I decided to switch to scriptable objects, as they are better suited for storing data. I have already heavily incorporated scriptable objects for storing region, action, and projectile data, so setting up scriptable objects for enemy data was pretty simple. Corncob broke down how all of these scriptable objects work in the thread below.

Development on Garb & Corncob will slow down for the month of July, as I participate in Kentucky Fried Pixels. I’m hoping to use my experience from this game jam to make Garb & Corncob even better! Thanks for reading, and I can’t wait to see where the road ahead takes us!

Garb & Corncob May 2018 Devlog

Hey all! Last month, my mascot Corncob began sharing behind-the-scenes screenshots of Garb & Corncob on his Twitter. I thought it’d be a good idea to compile these screenshots into monthly devlogs here, and that’s just what I’m going to do, starting with what was posted during the month of May!

This month, efforts went toward completing the game’s cutscene system. The Steamed Hams parody posted on April Fool’s Day first showcased this cutscene system, but much has been added since then.

My first priority after getting the basic cutscene system working was to implement a cutscene trigger. In the Steamed Hams parody, the cutscenes automatically executed upon startup. This worked for the video, but it of course will not work for a playable game. To ensure seamless transitions between player input and predefined cutscenes, I created a trigger containing cutscene data that activates once the player steps into it, disabling player input while the cutscene is active.

Next, I implemented functions that weren’t required for the Steamed Hams parody but will be required for the final game. These include moving the camera, changing the music, fading the screen, and pausing (the Steamed Hams parody appeared to have pauses, but in actuality I set an object to move off-screen).

While the cutscene system was fully functional at this point, it looked like a mess in the inspector. In order to streamline the cutscene creation process, I wrote a custom editor that only displays necessary property fields (no need to see the Move properties if I’m currently working with a Pause command) and displays certain variables within the labels of expandable fields. I initially had some difficulty with learning how to incorporate lists into my custom editor, but a tutorial from Catlike Coding proved immensely helpful, giving me just what I needed to make this custom editor work.

Finally, now that the cutscene system supports screen fades, I figured I’d also have the screen fade when the player moves between doorways. A screen fade was seen in the Steamed Hams parody, but I merely applied this transition when editing the video. Now, screen fades occur directly in the game.

With work on the cutscene system complete (for now), I am shifting my focus to the game’s battle system. I don’t have much to reveal about it at the moment, but I’ll be sure to share more information as development continues, so stay tuned!