PogoGirl Devlog #1: Introducing PogoGirl!
Welcome to the first post of my new Go! Go! PogoGirl devlog! Here I’ll post long-form updates on the development of Go! Go! PogoGirl, sharing my experiences, crying about the bugs I encounter, and more. Developing a game is a journey, and it’s more fun when you can drag people along with you. Stay away from the radio though; I pick the music.
Okay, so let’s start off by explaining what Go! Go! PogoGirl actually is. Well, it’s a new 2D platformer where you’re constantly bouncing on a pogo stick. You bounce, bounce, bounce through levels, collect gems, avoid enemies and generally do platformer stuff…with the difference being that you’re always bouncing.
This makes the gameplay a lot more dynamic and puts a little spin on the classic platformer tropes. Spikes on the ceiling? You can’t just walk under them when you’re always bouncing. Jumping across moving platforms gets even trickier when you can’t actually stop jumping—believe me, I’ve tried. And once you play the game you’ll notice that this small change makes a big difference, and — if my testers are to be believed — is a lot of fun.
Does it sound like fun to you? Then I guess you stumbled upon the right game!
I’m developing the game primarily for Windows, although a port for Linux is also in the cards if there is enough interest. Of course I’d love to put the game out on consoles as well, but I don’t want to overreach for now. I’m coding the game in HaxeFlixel like I did with my last two games, Speer and Attraction Force. I’ve just fallen in love with the framework and the Haxe programming language that it’s powered by, so that choice was a no-brainer. You gotta know your tools if you want to build something, after all.
Speaking of tools: The levels of the game are being built in Tiled, while the pixels that make up what the pros call “graphics” are being assembled in Aseprite and Pyxel. I’ve been working with these tools for a long time and they rock.
I’m hoping to create an accessible, simple and fun game. While the evolution of the video game industry has been absolutely mind-blowing, I find that this classic style of game still holds the most appeal for me. Complex narratives and photo-realistic butt hair do have their place, but I prefer a fun core gameplay mechanic wrapped in a charming package. So that’s the kind of game I’m trying to create. There are many genres and styles of games; but in my opinion, the best game is still a fun game.
If you agree and like what you’ve seen so far, then please: Share these posts around! Tell others about my games, retweet my tweets…anything that can help us reach more people who also want to play fun games. Every little bit of help and act of kindness is appreciated, especially in these weird, semi-apocalyptic times.
And if you want to go the extra awesome mile you can also support me on Patreon. This will get you exclusive behind-the-scenes posts, access to beta builds and more.
Be excellent to each other and until next time!
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Seasons change, even in Go! Go! PogoGirl. I’ve already shown you spring and summer, so let’s take a look at fall next! Fall is where things cool down after a hot summer, where the leaves turn that nice brown color and cover the ground. Things become a bit gloomy, but in a good way. I’ve tried to recreate this in Go! Go! PogoGirl. The red sky adds a sense of twilight, while also signaling that you’ve entered the second half of the game, where things are about to get serious.
A platformer game needs some platforms, so let’s look at some of the platforms you’ll encounter in Go! Go! PogoGirl! First up, we have the Countdown Platforms. These can be bounced on a total of three times; on the third bounce they drop out of the stage. They change color with each bounce, so you’ll know when to get away. Since they’re pretty stable, you can both stomp on them and charge up a high jump!
Last time I mentioned that I was doing levels for Go! Go! PogoGirl and that I changed my Tiled setup to make the process easier. Well, I’m happy to say that I’ve now made all levels in the game! While I do enjoy making levels quite a lot, it’s a very tricky thing to get right. Good level design is an art. And while I don’t consider myself an artist in that regard (or any other regard, actually), I thought I’d share my process of building the levels for Go!