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25th May, 2015
Yesterday I started playing about with all the different gameplay styles that'll make up the majority of the levels in SpikeDislike3.
If you're keeping track, you'll remember that WAY WAY way way way back in SpikeDislike 1 (Made in 2011, still works on most/all iOS devices!) there was a nice little Challenge mode to keep you entertained. Unfortunately, it didn't have a whole lot of levels. 36 levels were more or less all there was.
A shame, as it's a nice enough idea, I just ran out of steam with it.
This time, however, it's taking centre stage, and will make up a whole bunch of the Levels that you'll be working your way through, in order to unlock the entire game.
I'll try my best to keep things obvious, as well as short, and hopefully not too difficult, whilst still being tricky enough that it's fun to play.
The first brand-new mode I've added is "Sheep Race"... Which may end up not being a sheep in the final varsion, but which certainly seems to make the game a teensy bit more difficult.
More of these to come!
24th May, 2015
Just when you think you're done with your menu system, you suddenly realise you've not got any options on the titlescreen!
An hour or so later, and I'd half-wrangled old code with new, to produce a button that when tapped, opens up the old Options menu nice and quickly.
The menu also works when you hit the B or U button on the keyboard, or when you hit a shoulder button on your gamepad. (Assuming I coded those properly, 2.5 years ago..)
For reference, N or O on your keyboard, or the right shoulder button, should open the Scoreboard panel, too.
I'm probably not going to remember to tell you that, anywhere else, so be sure to lodge it away in the back of your mind for future reference! Although, if you're playing on PC, you're more likely to click the buttons, so keyboard controls aren't all that important.
Lots of testing required to ensure all the buttons and gizmos work as they're supposed to, so I didn't have much time for anything else important.
Oooh, except I did also format my old MacMini and order myself a new one, but it's a Bank Holiday Weekend, so we won't see the results of that for a good few days.
23rd May, 2015
Yesterday I planned to do one thing, but ended up doing something completely different!
I'm not entirely sure why, but it might've had something to do with me listening to an 80s compilation at the time.
WARNING : Listening to music can seriously damage your planned development schedule!
Suffice to say, my 80s themed theme now looks much more 80s themed, and I even created a silly "thing" for no good reason.
Why did I do it? Not sure.
Why did I stick it online? No idea.
Is it silly enough to count as marketing for a game I've yet to finish!? .. Sure, why not!!
22nd May, 2015
Lots of background work, yesterday, as I continued to work on the menu system.
The two circles on the right currently show the topmost highscore of the level selected, as well as the last score.
Now you can either tap the circles, hit a shoulder button on your controller, or hit the B button on your keyboard, to slide that section across, revealing a better scoreboard, alongside other stats like the most spikes you've passed, best combos, and things like that.
Over on the left, you'll not notice a good old-fashioned zig-zag, which does a fairly decent job of separating that tenth level, which will be the all-important "Infinite" stage of each theme.
The menu's coming together nicely, and is much more manageable than either of the previous two games' chaotic sprawling menus of insanity!
I kept it simple!! If that doesn't generate buttloads of sales, I don't know what will!!!
21st May, 2015
I spent some time, yesterday, playing around with the menu system for SpikeDislike3. It's starting to look fairly usable, now, with it's little bouncing "Next Level" thing, and all the spikes and stars in the right places.
I still need to add some sort of boundary to the left, so that the "Infinity" levels are more apparent, but for the most part, the menu is nice enough, and actually functions the way it's supposed to!
In the above video, you'll get a feel for how the menu currently works.. (With apologies for that odd glitch that happens in the video. I need to get the MacMini up and running again.. That was WAY better at making videos!!)
Stars are awarded for completed levels, Spikes are awarded for failures, and just like Sheep Goes Left, if you end up with three spikes on a level it'll open up the next level for you, because I'm not a mean-spirited evil crazy-person!
Annoyingly, because I've now created a "10 levels per graphical theme" rule, and have 13 themes ready and waiting, I'm going to have to make a LOT of levels to pad out the game!!!
20th May, 2015
Yesterday was most definitely a day of two halves.
In the morning, the world was colourful and happy.
But by the evening, they'd gotten all dull, worn out and grey.
With over 10 themes now happily playing together in the engine, I really should get back to working on that menu system.
I've a lot of elements to put into play, but hopefully it won't be too complicated. After all, I did plan ahead quite a bit, this time around!
Over the next few days, I should have finally decided on a proper set of level numbers, and will have to start thinking about achievements and things like that.
There's so much more yet to do!!
19th May, 2015
Ho, Ho, Ho!!
I don't know why this theme popped into my head, last night, but there it is!
A wonderfully festive xmassy theme.
Will this be part of the regular game, or will it only turn up at Xmas time? I'm currently unsure.
It certainly is a nice theme to play in!
18th May, 2015
Yesterday, I made this!
Taking sprites, sounds and music from Invisible Munky 2, I quickly cobbled together a SpikeDislike2 theme, and remarkably it looks pretty darn good!
I also attempted a candybar styled theme, but that didn't turn out as well, and all the striped candy bars were making it hard to tell what on earth was going on!
On top of that, I had to add "collectables" into the engine, for Munky's bananas. They weren't too hard to add, as I made use of the "Background Parallax Objects" functionality.
It's resulted in only one object onscreen at a time, but it does at least work properly, and gives you something extra to aim for.
That's roughly 10 themes in the game, now. I need to start thinking about other elements to add.. hmm...
17th May, 2015
My first session of yesterday was spent fixing up the issues I had with the little fishy theme.
I started by stripping out the fish, and replacing it with an Octopus, which although fundamentally the same sort of thing, looked a bit less weird when bouncing along the floor in the standard SpikeDislike style!
So that turned out nicely.
After that I tweaked a bit more of the standard engine, which is growing features every time I touch the thing, and fiddled about with a bit more music.
Later on in the day, I attempted an 80s styled retro theme, but I'm not sure if it'll stick, since it's kind of a bit too much to look at!!
Time will tell, whether it remains in the final game or not!
I should mention that, this time around, I have much more control over the way that things are staged, so if at any point I choose not to use a particular theme, I can simply leave out it's "World XXX" number, and the engine will avoid it. In previous editions, if I wanted to scrap a theme, I had to overwrite all of it's data, and it'd potentially be lost forever. This time, leftovers will remain intact, and may end up being used in future releases..
.. Whether that's better, or not, I'm not sure. But it's definitely easier to organise this stuff!!
16th May, 2015
Yesterday I created an underwater theme.
As good as this theme is, I'm not *quite* happy with it, mostly because the visual of a fish "bouncing" doesn't really look all that normal!!
Today I'm going to be playing about with it, to see which works better. Sin-wave based floatyness, or .. a completely different sprite!
Meanwhile, here's the accompanying choon that somehow also managed to come together really well!