The Ensign E² fight is done. Much like the first Ensign E fight, you have to dodge volley after volley of elemental blasts while shooting at your opponent through obstacles. It's a bit more challenging than the first fight and you get an InfoPack out of it.

I've also decided to more or less remove all gear effects that increase customization limit and skill effects. You'll be able to unlock everything just by leveling up. Now these pieces of gear either boost specific gun parts you install, or they boost certain skills in various ways, I think it's better like that!

Time spent on the project so far: 653 hours

Currently working on: Continuing the main story

Screenshot after the jump: Ensign E² fight

Posted
AuthorJérémie Tessier

Not much done today, I've finished the work on another mini-boss and started thinking about (yet another) style change I could attempt, I really like the Hero Core style, I wonder if I could make 100RTBD look cool in that same way?

Time spent on the project so far: 651 hours

Currently working on: Continuing the main story

Posted
AuthorJérémie Tessier

Today I'm feeling quite better, so I managed to get a few more new rooms in. The revisit to State-3 is quite short and you get taunted by Ensign E² in each room, so there's a lot for me to do in them. That being said, I'm quite almost done already with this segment of the game; Then I'll do the State-2 and 1 revisits, then I'll probably work on filling accessible side-areas before resuming work on State-7!

Time spent on the project so far: 650 hours

Currently working on: Working the main story

Posted
AuthorJérémie Tessier

Still sick, so I haven't worked on the game at all today (maybe I'll try to finish that room tonight?) But I have watched speedruns for Hero Core, Iji and Axiom Verge this morning and man do I want 100RTBD to feel like a mix of all these things! I remember falling in love with the simple hero core aesthetics, the Iji gameplay systems and the Axiom Verge sense of exploration and progression...

I wonder if the ship has sailed for that kind of game? I wonder if the 2-color scheme from Hero Core would do anything for 100RTBD...

Posted
AuthorJérémie Tessier

This weekend I worked through the Defender D² fight and started working on some new areas, but then I got sick and today I barely made anything. I hope I get better soon, or that'll slow me down a little.

Time spent on the project so far: 649 hours

Currently working on: Working the main story

Posted
AuthorJérémie Tessier

Today I've made that challenge where you have to dodge attacks from the security six for a set amount of time. This took a while, but it's done! At this point in State-4 the player is allowed a lot of freedom, so now I have to work on that aspect of the game.

Happy new year!

Time spent on the project so far: 646 hours

Currently working on: Working on some side areas 

Screenshot after the jump: A challenging challenge

Posted
AuthorJérémie Tessier

The side area in question that I've talked about yesterday is almost complete for real this time! Some rooms took me more time than others because they had a challenge in them, with new mechanics and new items to be won. Now I only have one room left on that part of the map left to do, then I'll move on to State 4 to continue this segment of the game where you run after powered-up clones.

Time spent on the project so far: 644 hours

Currently working on: Working on some side areas 

Screenshot after the jump: The side area in question

Posted
AuthorJérémie Tessier

42.2% of the game is currently done! I've made a few more rooms today and they were quite easy to make, since it's a side area I had completely forgot about. It includes a few challenges and some new gear and all of it should be complete by tomorrow!

Time spent on the project so far: 642 hours

Currently working on: Working on some side areas

Posted
AuthorJérémie Tessier

I tried a few methods to make 100RTBD look more interesting during the weekend, and none fully satisfied me. There was the thing where there is radial light that you can use for some neat shadow effects, but it doesn't make much sense in a game where nothing really throws light around. I've also tried some parallax shadows and while the effect is neat, both these methods would require me to go over a lot of stuff in the game and without being sure that it's worth it, I wouldn't dare.

I also fixed the teleport skill; You could use it to get to the 'nearest' safe room and that didn't take into account walls, obstacles and other potential sequence breaking situations. Instead of trying to figure out a way to make skipping around impossible - or worse yet, hardcode teleport locations for every room - I've decided to make it so this skill brings you back to the last safe room you've been. That's pretty much the intended effect anyway. I've also added a small percentage based heal to replace the other effects this skill had.

Time spent on the project so far: 640 hours

Currently working on: Trying to graphical effects, fixing the teleport skill

Posted
AuthorJérémie Tessier

I've completed the Colonel C² fight and now I'm looking at some other options to liven up 100RTBD a little, something about lightning and shaders!

Time spent on the project so far: 637 hours

Currently working on: Continuing the story

Picture after the jump: Colonel C² Fight

Posted
AuthorJérémie Tessier

Almost at the Colonel C² fight! Actually, we're one room away from it, so tomorrow I'll start working on that! Then I'll move on back to the acid depths of State-4, where Defender D² lurks with his own InfoPack for you to collect.

Time spent on the project so far: 635 hours

Currently working on: Continuing the story

Posted
AuthorJérémie Tessier

A few more rooms done, only two or three left before the Colonel C² fight! Not much to talk about today, but things are still progressing smoothly!

Time spent on the project so far: 634 hours

Currently working on: Continuing the story

Posted
AuthorJérémie Tessier

After much soul searching, I suppose my results are pretty clear; Moving to 3d wouldn't do much for the project as it is right now. There also isn't an easy way I could make 100RTBD's style change drastically, unless I found someone to do custom sprites for everything, more or less. I also thought long about if I should change certain things, gameplay-wise. But no, if I want to finish 100RTBD, I have to stay on target.

I could probably spend 100 hours right now trying different things; How would the game play if you removed the RPG elements? Got rid of the items and equipment? This is usually good practice, since you need to do this - think over what you've already decided - in order to make better games, but I want 100RTBD to be finished. I want to tell my whole story, add the whole of my items, weapons and skills, I want to make the game that I had designed in these first few forty hours or so.

I don't want to abandon such a project and going back to the drawing board would surely - through questions like 'if I am to change it that much, why not scrap it and start over with some new cool ideas?' - signify impending doom, if not for the idea itself, maybe for my motivation, and I don't want to risk that.

Time spent on the project so far: 633 hours

Currently working on: Continuing the story

Posted
AuthorJérémie Tessier

Alright people! Some feedback might be appreciated on this one! I'm trying to think if it's worth to redo the style of 100RTBD to be more 3d-ish instead of sprites all over. It would be a solid piece of work, but I realized that I don't want this game to just come out and die immediately into oblivion, as I assume it would be if I released it with a flat boring look, i.e. it would look like babby's first videogame and nobody would ever bother with it.

I'm going to create a twitter poll for this, please vote between the two styles if you can!  (Also keep in mind that the 3d style isn't completed yet, but it gives a rough idea of what I have in mind!)

Time spent on the project so far: 630 hours

Currently working on: Trying to change the style

Posted
AuthorJérémie Tessier
3 CommentsPost a comment

After 350 entries, almost 630 hours, I'm now attempting to change the style of 100RTBD. From flat sprites to voxel-like 3D objects, to be more precise. This raises a few questions and concerns, but I'm not too worried. I'll spend at most a few hours on this idea and if it doesn't pan out I'll leave it alone for now. If it does work I'll have to find a good pipeline to change all my 2D assets into 3D things, but that's a question I'll ask myself some other time! Will post screenshots of before/after if it ever gets to a point where I find it cool.

Time spent on the project so far: 629 hours

Currently working on: Trying to change the style

Posted
AuthorJérémie Tessier

The usual, a few more rooms, some new content. I've been wondering about how to make 100RTBD stand out in a graphical fashion that wouldn't involve me getting real good with pixel art and/or not having to change how the core of the game works, more or less. I was thinking that instead of being a flat 2d plane, the game could be shown in a 3d perspective - but still play more or less the same. The things on-screen could be made out of voxels, something like that? Maybe?

Time spent on the project so far: 628 hours

Currently working on: Continuing the story

Posted
AuthorJérémie Tessier

I have to be very careful about refactoring my whole game; Since I've started actually working at a gamedev, I have learned much about Unity and about best practices - something I probably wouldn't have picked up on if I hadn't - and while I'm applying them to my job, changing 100RTBD to fix everything wrong with how I coded it would probably spell doom for the project. Maybe at the end, when I'm more or less done and optimization is all that there's left. Maybe then I'll rewrite the big bits.

Also I had made a mistake planning out the map when I was designing the game, 600 hours ago; There was no way to get to the 62th InfoPack and the Colonel C² fight from anywhere, oops!

Time spent on the project so far: 627 hours

Currently working on: Continuing the story

Posted
AuthorJérémie Tessier

After a two week break (both to make Legend of Loadaia and to just take a break) I've resumed work on 100RTBD and made a few more rooms. Currently working on some story stuff right now! I don't plan to do many other jams in the near future so I should be able to give a few good straight weeks of work into this game as it is!

Time spent on the project so far: 625 hours

Currently working on: Continuing the story

Posted
AuthorJérémie Tessier

Two more mini-games done today and some refactoring of the class system! I should be able to make everything before the deadline for this cool jam! Not a very long entry, but that's because I'm using all of my free time to work on the damned thing instead of writing about it ;)

Time spent on the project so far: 23 hours

Posted
AuthorJérémie Tessier

Now all the classes are done for real - and their skills as well - you might say that they're not very balanced and you might be right - this will be something that I'll check if I manage to complete everything else in the game. Today besides finishing that I've made the Elemental Airvolution DDR-based game. Only seven games left to make, plus their upgrades, overall testing, maybe adding sound and music, and I'll have a game!

Time spent on the project so far: 20 hours

Posted
AuthorJérémie Tessier