Game Dev Log: Cinq

I recently created a color patch template for level creation. Creating a template to designate colors for specific objects really helps with cohesion. It helps me visualize how the overall level will look and it’s easy to compare different colors when paired. Plus it gives me focus while building levels. There’s a little bit of french (numbers only). I’ve been learning the language for a few years. In my bbdoc., I have every level, character, and most objects labeled in French. I try to write in French as much as possible, especially while making this game. The template below is the third level for the green world in the game. There are five different color worlds in the universe that’s Joebar. Green is one of them and honestly… I hate this color. Every level I create in this world will be a challenge. I’m trying to stick to a synth wave/pop theme for this game. Synth pop music and colors…. I absolutely adore SynthPop. It has a nostalgia futuristic feel that I love so much. Another color I am not a fan and finding a struggle to work with is Orange. Strange because orange is very close to red and it makes it even more of struggle. I found some really good hues to work with but they were too borderline red to actually use as a dominant world color. Same with making red levels… I thought it would a walk in a park to make levels in red. It is to some degree but when stumbling across those borderline orange hues, I suddenly feel frustrated.

However… it’s wonderful to constantly have a challenge when it comes to color. I love to blend colors that may appear odd. If it’s bold and speaks to me in some way, I have to use it! Color… it just pulls me into this wild, electric ride filled with wonderful saccharine moments. I simply love it! I’m working on levels 11 to 20 and I created all color patch templates. I just have to plug in the enemies and custom UI. I plan to finish every level except 18 very soon. I’m hoping to have all levels complete by Monday. Hoping…

I need to dedicate separate days to working the cafe’s. Each one is going to be different. If I stay on course. I can start working on the  second cafe on Sunday. I have to stay focused!

I’m also making an experimental world for one character in the story. I’m going to go crazy with that world. Lots of bold and weird color combinations. It’s very important to main plot of the story. There’s still so much I have to do and I really want to finish this game by September. It’s Friday night… I plan on doing close to an all nighter. Minimum 4am… Must keep working!

Game Dev Log: Quatre

I’m starting to have some fun lately while creating this game and it’s all due to making these crazy enemies! I made it possible for enemies to steal the player’s gems throughout the level. There’s one level in particular that I finished making the other day that I absolutely love. The player is up against an enemy coming at them from the opposite direction trying to take out the player and steal gems. It’s Joebar’s version of playing chicken. It so cool to make stuff like this! If the enemy takes your gems that’s it. You have to play the level over to try obtain those gems. Gems are key! I won’t go into many details but it’s very important to get all the gems you can on every level. Gems are like money in Joebar.

These enemies are taking an active role in my level development. I made 30 so far. Some are variations but overall technically unique. No enemy has the same exact design. I think adding this new element to the game will truly make it unique and stand out. I’m still thinking about the backstory but I have two ideas in mind and it’s all about how obsessed they are with gems.

There’s a lot of stuff I have to do outside of level creation and I’m starting to wonder if I should tackle that first and save creating levels for last because it’s challenging but the most fun I’ve had so far while making this game.

I have a deadline to finish this game by the end of August. It’s insane how far behind I am. I wasn’t able to get much work done over the weekend because I was reeling from side effects after getting my 2nd and thankfully last covid shot. I have to really push myself to finish this game by that deadline. It needs to be up by September at least so I can dedicate the last three months to advertising. I don’t have a big advertising budget but I hope the little bit I have helps market this game. I’ve been reading and some developers spend thousands of dollars in advertising. It’s overwhelming because I don’t have that much money to spend. If I had it… I would definitely put as much money as possible into this game for sure! I have an idea on how I want to advertise the game. I’m also thinking about doing live streams of level creation and playing certain levels of the game.

In the back of my mind, I know this game is going to be look like trash to everyone. It hurts my heart so much because I’m really trying to make something great. Every day is a struggle to keep going but I do love these moments when it feels so sweet to work with color and create something new. So many ifs… If only I was an expert at coding, I could make this game on Unity and wouldn’t have to worry too much about performance issues or the software randomly crashing when making new levels.

I know at the end of the day the only thing that matters about this game is my dad. I wish with every fiber of my being that he knows what I’m trying to do and that maybe he likes the game. I wish I knew what he was thinking at this moment. If he exists somewhere out there in the universe or in the beyond or somewhere. I wish I could talk to him right now. He would steer me in the right direction for sure with this game. Well… just thinking about all that, I have to get back to making this game for him.  🙂

P.S. I found a new wordpress theme, free… (shocker…) that I actually like. The only drawback is that it doesn’t have any animation and I can’t customize the homepage.  I love the background design and I adore red so much. I might keep this theme but if I can find something that looks like this but has more customization elements and some animation then that would be wonderful! I’m still looking on themeforest for that perfect theme. I may have to get a custom made theme but I don’t want to venture down that road until the game is already up.

 

Game Dev Log: Trois

Well…

I’m in the process of creating an enemy database. This is a new development. I’m creating all enemies in blender. All enemies, well most… will have an abstract twist. A custom abstract design that I am having a lot of fun creating at the moment. The creation process (excluding the hiccups last year) is so much fun. The optimizing process was horrible. I thought it would be cool to have enemies that look very weird. It’s all part of Joebar. Just an abstract chaotic world filled with lots of eccentric color blends.

I recorded myself making an enemy. It’s a building that’s an enemy. Well.. Everything that’s in a level that’s not a gem is going to be an enemy except for secret levels. I will post the video, once I get the YouTube channel up and running. I thought making this video gives anyone an inside look of the creation process in blender and it won’t add any spoilers to the game. I am still very new to blender. I’ve only been working with the program for less than a year and there’s so much you can do with that program. I don’t think I’ll ever be out of “beginner” status with blender, lol. Still… it’s so much fun to make enemies. I’m happy to go down this path. I was originally going to make all my enemies in Buildbox but blender gives me more options. At this point, except for levels one and two, and possibly three, all enemies will be made from blender. As of now, I created 15 enemies for the game. I’m going to stop at 20 for part one of the game. I plan to launch at least 54 to 63 levels of the game. After a few months (hopefully), I would like to publish 100 levels. I’m thinking about ending level 63 on a cliffhanger. Personally, I don’t like cliffhangers but I think it would be interesting to end the game that way before the next update. Maybe… I am not sure.

I’m thinking about having all the enemies be part of the Kebster brigade. Kebster is a play on my initials “KEB”. These enemies represent challenge and adversity throughout Joebar. I’m thinking about a central story but there’s one enemy I created that has an appearance of a huge boss so maybe I can work with that enemy and build something that can add more to the game. It’s all very new. Enemies had no story in the beginning but now blender is opening my eyes to something different. I really do love blender.

At the moment, I finished creating 10 levels for the game and started putting together color schemes for the next 3 levels. After I finish creating 20 enemies, I will continue level building. July is going to be a busy month. I really want to finish the first part of this game by the end of July. It’s an insane goal but I think I can do it. I have to stay focused. Listen to lots of Synthwave and just go for it!

One more update…. I’m looking for another WordPress theme for this website. I want to find something very colorful with a bit of animation. Once I find something, I will take some time to update this website. Though… I highly doubt anyone will notice the downtime, lol. I guess this website will be under construction until the game comes out.

Game Dev Log: Deux

Is making this game an impossible dream? I often wonder…

This post may sound like a discombobulated mess. A lot has happened between October 2020 til now.

Well… It’s been a long time since the first post. My apologies. Even though at this point in time no one knows about this website. I haven’t stopped working on the game. In fact, the last couple of months have truly tested me. I did take a mini break around December. I was stuck at a dead end and when I came back I thought to abandon my initial idea on making 3d human models with custom animations for the cafe. The animations weren’t working well with Buildbox. It took so much time to make it in blender and honestly I just gave up. There were just too many problems. Maybe one day I might revisit that idea but I took a different approach. I think it was a good idea considering the characters themselves in the game are not human. It only makes sense to have the actual character shape appear in the cafe. It was very hard to take a different path considering I spent months trying to make it work. That’s the first part of the many problems I am facing with making this game.

The second and most time consuming is optimization. When I tested the game on mobile in March it was very slow, unplayable slow. It was a huge blow since the game is not complex at all and I was only testing 2 levels and the cafe I created. So… from March til now, I’ve been working on optimization. I bought a new phone (new to me but it’s an old flagship phone) and all the progress I made towards optimization for android went out the window. I was shocked to say the least when I saw how game looked on the phone. I was almost back at square one but since I was paranoid with saving almost every change I made in buildbox, all I had to do is backtrack my progress to the best version of my game before I started making serious changes. I’m happy I created the shops before I started making optimization changes. It would have been a nightmare to start from the beginning. I’ve been working with buildbox for less than a year and I think it’s fair to say I have a love/hate relationship with that software.

I know for sure this game is going to look horrible on older devices. I had to make a compromise. Either optimize for new devices or older ones. The game looks terrible (too fast and glitchy) on newer devices if I keep the optimization settings I made the last two months. Or… it looks horrible (too slow and lags) on older devices if I keep my original settings. I’ve tested many times on both phones. I hate that I have to make this compromise! My “older” phone, which is not a flagship but works well can handle games that are much more complex. I’ve done everything possible to optimize this game to work well on android but I don’t think there’s much more I can do other than to make this choice. I choose to optimize for newer phones because I think that’s the best decision at the moment. There a small part of me that feels permanently defeated. In my heart, Joebar will be a failure because of this predicament and it’s taking everything in me to keep going. I am trying my best but I don’t think it’s good enough to make a decent game.

I will continue to update this website. Right now, sad to say I’m only 15 percent finished but since I’m finally passed the optimization hurdle (for the most part) I can continue making levels. I’m using Bluestacks to test my game on several devices outside of my phone. It looks good but those devices are all flagship phones. After all the missteps and issues, the best positive is that I’m happy that I finished the first Joebar Cafe. It took me several months to finish and I made a custom design pattern. Since I plan on making 54 main levels, there’s five more designs I need to create and make 3d models of those designs in blender. Hopefully that won’t take as much time as it took to make the first one, lol. I’m new to blender and I’m grateful to make this game because it forced me to work with this wonderful software. It’s a complicated beast that I was intimidated to touch before I started making Joebar but now… it’s still a beast but my eyes are open! My designs are coming alive with blender and it’s great! I’ll never be an expert with blender but it’s nice to get my feet wet, if you know what I mean.

I feel like making this game the way I see it in my head is close to impossible. I really hope I can execute the vision. I am struggling big time and feel very overwhelmed. I have to finish making this game for my dad. He’s the only reason why I haven’t completely given up. I know that I can’t give up even if it’s going to be a huge failure.

 

Game Dev Log: Un

Hello,

As the creator of JOEBAR, I wanted to feature a game development blog to document creating the game.  I guess the best way to start this blog is an introduction. I wanted to make this game to explore my love for color and to make something in memory of my father. For the last 8 years, my primary focus was creating abstract art and during that time, I explored many different aspects of color. I absolutely love bold colors. I also love to play video games. I am a huge fan of final fantasy. In July 2020, I made the decision to make to game that’s all about my love for color and games.  JOEBAR is my very first attempt in making a large game. I made two other mini games while learning how to use Buildbox. I watched a lot of tutorials, live streams, lurked on forums, trying to learn as much as possible. I want to make this game very beautiful. Color is the main focus. At the moment, I aim to make level 54 levels and after a few months build the world of JOEBAR up to 100+ levels. I would love to make over 500 levels some day as there are infinite depths of color.

I’m not going to show much of the game before I publish it. After I publish the game, I will show much more content. My first deadline in publishing this game was today since it’s my dad’s birthday. Since I’m not done creating the game, I wanted to have the website up today.

Thanks for visiting!