I'm almost done with VIRTUAL PET! I've added a bunch of features today! Like Pong! You guys like Pong, right? Well, VIRTUAL PET PONG is an activity you can play with your VIRTUAL PET! I have to fix a few things regarding 'multiplayer' and then I'll test the whole thing extensively, and then that'll be that for VIRTUAL PET!

Time spent on VIRTUAL pet so far: 30 hours

Posted
AuthorJérémie Tessier

It seems like the deadline for the #petJam has been extended to wednesday, but no matter, VIRTUAL PET is almost done and I don't want to add too much more stuff to it besides maybe 5 more activities. When your VIRTUAL PET dies you get a perk, perks have effects like giving passive bonuses, unlocking new activities, or just changing the appearance of your VIRTUAL PET. Here it is with all current visual updates, color, glasses and a smile :D

Time spent on VIRTUAL pet so far: 24 hours

Posted
AuthorJérémie Tessier

VIRTUAL PET connects to the internet in order to do things. Right now he's going to look at random wikipedia pages and ask you what page it is. It's not very hard to figure out, but your pet is trying it's best! I still want to add a few more activities and other things and then it'll be done, I guess! We're rooting for you, VIRTUAL PET!

Time spent working on VIRTUAL PET so far: 21 hours

Posted
AuthorJérémie Tessier

I feel lucky to have two weeks to make VIRTUAL PET because I feel that if I only had two days I wouldn't have been able to do it. My VIRTUAL PET needs a fair amount of content to be complete, so I still have to generate all of that. I guess that's what's left for me to do while waiting for the deadline. I also want to create eyes and mouths so your pet's appearance changes a bit depending on how it grows.

Time spent on VIRTUAL PET so far: 19 hours

Posted
AuthorJérémie Tessier

Most of the core mechanics of VIRTUAL PET are done being programmed, now all I need is to add content, activities basically. I've also decided to change the way your pet's life goes down because even with all my best efforts, I can't reliably find the last time your computer rebooted, so now he'll lose one life per day. That might be a bit slow, I suppose, so I'll have to rethink that! But right now that's what's in place. 7 days left!

Time spent working on VIRTUAL PET: 16 hours

Posted
AuthorJérémie Tessier

My code is now insanely convoluted and badly written. Spaghetti code at its worst, if I say so myself! I don't know how it evolved that way too, but now I'm stuck with it. VIRTUAL PET is still going pretty fine, but I still can't make him die yet, I'll have to fix that at some point. Death is important in VIRTUAL PET. I'm almost done with the initial set of four 'activities' you can do with your pet, so that's that I guess!

Time spent on VIRTUAL PET so far: 12 hours

Posted
AuthorJérémie Tessier

I suppose I should have seen it coming; I got bogged down in some random thing that wasn't important because I didn't have a proper design doc. I started working on some adventure-game style text parser for about an hour before figuring out that I wasn't going to need it. That's also something to be expected when you work on a project alone; especially where you don't have much time, it's easy to get lost.

But I think I've fixed that problem and now I'm moving on with other things. I just want to get the 'intro' of the game done, then I'll start the endless loop of taking care of your VIRTUAL PET!

Time spent on VIRTUAL PET: 6 hours

Posted
AuthorJérémie Tessier

Usually, I write a design doc before making any game. Actually, I often write design docs for games that I will never make! I erase them after I figure out it's not worth keeping them around. For the PetJam, I just am working on the game. I assume that's how game jams work, right? You have a limited timeframe to make something, so the luxury of time isn't really there. I suppose in such a situation, skipping the design document and going straight into coding isn't a bad idea!

So my current VIRTUAL PET is called EJBU-ADDY - I changed the I in VIRTUAL for Interactive instead of Intelligent - and here's a screenshot of what the game might look like when you boot it! ADDY's mouth moves when it talks and his eyes will follow your mouse cursor around. The middle box will be used for you to reply to your PET and the big box at the top right will be for your PET's stats. I'll be working on that tomorrow!

No design doc, but still, I have so many ideas I'm writing them as comments into my main C# file. This game probably wouldn't expend very well past a certain point since everything is written in just one class, but I want to get it done, not really have anything fancy, code structure wise ;)

Time spent working on VIRTUAL PET: 4 hours

Posted
AuthorJérémie Tessier

I really wish I could go to more IRL GameJams, but in the meantime I'm just going to try my hand at this online one: https://itch.io/jam/pet Basically, a virtual pet. I'm making a literal virtual pet. My game is going to be called VIRTUAL PET and it's going to be cool I think! I'll update this section of my site with my progress and stuff! Making games :D 

I'll also try to add a screenshot every day so you can see how it goes! And with some luck I'll have plenty of time to work on it during my vacation next week, so that fits right in with the 2 weeks schedule

Time spent on VIRTUAL PET: 2 hours

Posted
AuthorJérémie Tessier

State-6 is going well, I've made a few rooms today, and now I'm working on a mini boss fight. Working with lightning and darkness effects is an interesting way to make things interesting! I've noticed that some rooms have weird bugs because the camera isn't at the same spot as it usually is. That'll be fixed tomorrow.

If I had to restart my project from scratch, I would change the color of blocks/enemies with code instead of having done it by hand before I started coding. Changing the sprites for all of my maps and backgrounds manually is a bit tedious, and I'm sure there is a simple way to do it programatically, oh well!

Time spent on the project so far: 522 hours

Currently working on: Continuing the story

Screenshot after the jump: The state of State-6 so far!

Posted
AuthorJérémie Tessier

I have a nagging suspicion that skills aren't as useful as I would want them to be. Challenges are much easier if you use skills, but you have to use many keys in order to get all the good skills out, and that might not be easy to do 100% of the time, especially when you're on a timer. Maybe I should map the skills to the number keys? But then how would it work with a controller? Should I rework all the skills so they're on the same timer but are all much more stronger? Should I get rid of them? I'm still thinking about all of that.

Time spent on the project so far: 520 hours

Currently working on: Continuing the story

Posted
AuthorJérémie Tessier

Being in the dark adds a bit of a design challenge because the player will be a tad frustrated if he keeps falling into pits or fumbling around maps by mistake. So far, most rooms have ledges above pits and you can see where some stuff are - room exits are illuminated to show at least basic pointers - but I still want to keep the oppressive blindness of State-6. I also think that enemies are too strong, so I've lowered their HP modifiers and their armor. We'll see how that goes!

Challenges are a good way for me to think about how weak/strong enemies are, and the latest challenge I've worked on showed me that they took way too many hits to kill.

Time spent on the project so far: 519 hours

Currently working on: Continuing the story

Posted
AuthorJérémie Tessier

Today I had to fix a flaw in my darkness system; Some rooms are bigger than others. This effect is made by the camera pulling back, so you can see more stuff at the same time, although everything appears smaller. You might remember the big labyrinth-like room with lightning I've posted a while back. The problem is that my darkness sprites just fitted over the basic camera size. After messing around with things, I've changed it so the sprites scale with the size of the camera. That means that bigger rooms will have bigger pixels of light/darkness, but I don't mind.

Time spent on the project so far: 518 hours

Currently working on: Continuing the story

Posted
AuthorJérémie Tessier

Enemies in State-6 are a bit too tough right now. They have 5 armor, which lowers all damage you do to them by 5, and their hp is 275% of normal. If you're interested, here's the curve I have in mind

float[] hpMods = new float[] {1f,1.2f,1.4f,2.25f,2.4f,2.75f,3f,3.3f,3.6f,4f};
int[] armors = new int[] {0,0,1,2,3,5,7,10,12,15};
float[] damageBonus = new float[] {1f,1f,1.2f,1.3f,1.4f,1.45f,1.5f,1.6f,1.7f,2f};

The thing is, it might take a bit of fumbling around before I find the perfect growth curves, it also accounts a bit for player skill; no matter how tough enemies are, if you know how to defeat them, their stats won't affect you as much. Also after a while of fighting new monsters, the player will level up and find new gear, making them easier than they were when you entered the State for the first time.

I have to admit, balance isn't my strongest suit.

Time spent on the project so far: 516 hours

Currently working on: Continuing the story

Posted
AuthorJérémie Tessier

A bit of inside baseball today! You might wonder how I managed the darkness effect from yesterday's screenshot. The screen is basically covered by hundreds of little black square sprites, drawn over everything else. Then I have specific objects marked as "light sources", the black square's transparency goes up the closer they are to these lights. Also, each frame, all squares are turned completely opaque before this happens, so when you move, the light follows you. 

It might not be the most efficient method, but it works, the squares can't really be made smaller because the number of squares to black out and then check for nearby lights impacts the framerate in a meaningful way, and doubling their resolution would drop the framerate by about 10, so barring a flash of genius, that's how the dark world will work!

Time spent on the project so far: 514 hours

Currently working on: Continuing the story

Posted
AuthorJérémie Tessier

He worked on Kirby, Balloon Fight, Earthbound, he worked on many Pokémon games, he had the kind of personality you can't help but smile at. He was the president of one of gaming's biggest names and he still felt - in the way that his interviews read and how he acted within his company - like a gamer at heart. He will be missed, above and beyond his job title, since he carried a large chunk of our childhood with him. At the same time, his creations, ideas and works of love will stay with us forever.

State-6 is the world of darkness so there is no light, expect in very specific spots. I like the effect I've managed to cobble together. I also added a little Iwata homage in there. It might not be completely setting-appropriate, but dimension-warping robots fighting giant worms can enjoy games too.

Time spent on the project so far: 512 hours

Currently working on: State 6, continuing the story

Screenshot after the jump: Darkness effects and Iwata homage

Posted
AuthorJérémie Tessier

I've made FirstClass F a bit tougher by ensuring that it always get perfect slot machine spins. After all, why would it use that skill all the time - and be associated with luck - if it didn't give it consistent victories? So now it'll attack much more often.

I've also continued the slot machine skill, there is only the cherry option to finish and then add rank 2, 3 and 4 skill level effects, then I'll move on to State-6! I might work on this a bit this weekend, because I really want to move to the new map :)

Time spent on the project so far: 508 hours

Currently working on: Slot machine skill

Posted
AuthorJérémie Tessier

The fight against FirstClass F is a bit too easy, so I have to fix that in a way. His slot effects are too random to be a real danger and he can't really dodge your shots from the poison gun, even hidden behind his little walls. I think I'll figure out a way to make him tougher tomorrow, but today I worked on the slot machine skill acquired by the player. It can't do the same exact thing as it did when used by the boss, of course!

Time spent on the project so far: 507 hours

Currently working on: Slot machine skill

Posted
AuthorJérémie Tessier

I'm more or less done with the fight against FirstClass F! All the slot machine effects are in there now. One shoots bullets in a spiral, two shoot bullets from one side of the screen to another, one heals the enemy, another one shields it, another effect freezes time - a bit like that knife-throwing boss from castlevania - and another (777) just deals damage to you, no question asked, no way to dodge.

Admiral A isn't happy to have killed another of its robotic friends, but it's not really its choice. You can always die over and over to protect them, but you won't get far doing that!

Time spent on the project so far: 505 hours

Currently working on: Boss fight against FirstClass F

Screenshot after the jump: A room, in-editor

Posted
AuthorJérémie Tessier

Didn't do much today, I had to go at the office and I didn't have much spare time. I did manage to make some tests and fixes to the various slot machine abilities. Maybe one or two more days and I should be done with them! There is a certain overlap between slot machine abilities and elemental blasts, but I think they're different enough. And since you're using them both on different cooldowns, it doesn't matter much!

Time spent on the project so far: 503 hours

Currently working on: Boss fight against FirstClass F

Posted
AuthorJérémie Tessier