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 theĀ  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: 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.