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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A game has many facets, and developing a game is like climbing a range of different mountains simultaneously. I’ve worked on several different things in the past few weeks—water effects, powerups, HUD elements—but there is one major aspect of the game that I haven’t touched in quite a while. Levels. Yeah, sometimes you get caught up in all the coding and designing and pixel arting that you forget about other major parts of the game.
Powerups are a staple of video gaming, and platformers had some of the best around. Sonic’s elemental shields, Mario’s mushroom, Kid Chameleon’s transforming helmets…there’s a lot of good stuff in there. It seemed obvious to put powerups into Go! Go! PogoGirl as well, but for a long time, I wasn’t quite sure what to put in. Powerups need to enhance and support the gameplay; you can’t just throw in anything you want.
Gamedev includes a lot of fun activities, such as messing with physics, making lasers go pew and making stuff explode. However, there is also a lot of dry stuff that you have to take care of. And I’m taking care of that stuff right now, because…well, because I’ll have to eventually! First of all, I’ve modified the menus a bit. So far I’ve been using my own solution to create menus, and while it was a bit hacky, it worked pretty well.