PogoGirl Devlog #6: Springtime Is Here
If you’ve beaten the SAGE2020 demo of Go! Go! PogoGirl then you will already know a tidbit that I hadn’t really made public until then: Go! Go! PogoGirl will feature 4 seasons to play through! In this devlog I’d like to talk a little bit about the idea behind that and what you can expect.
Seasons will basically act as worlds. This means that each season will have a set of completely unique levels, it’s not the same levels over and over with a different visual style. So…why not just go for worlds, you might ask? Well…the seasons actually tie into the game’s narrative. Yes, the game will have a story. Don’t expect dialogue boxes though, I will keep things simple. The fact that I’ve never mentioned a story until now should tell you that this won’t be an RPG. I mean, if the platforming gameplay hadn’t tipped you off already. I won’t go into further details about the story right now, but the seasons and the fact that all levels thus take place on the same island ties into the game’s theme and vibe. It’s supposed to be a laid-back, comforting experience, not a huge adventure across the world.
That said, the seasons will of course not only feature unique visuals but each one will also have a unique gimmick or mechanic. They already exist on paper and I’m in the process of implementing them as we speak, so you can expect a reveal or two soonish. With seasons acting as worlds they will also offer progressively harder levels, with spring having the easiest and winter being the final and hardest season of the game.
Speaking of spring, here’s what it’ll look like!
Now here’s something that might come as a surprise: Although spring will be the first season of the game, all the footage I’ve shared of Go! Go! PogoGirl so far was actually of summer. This is simply because that was the first season I created graphics for.
As you can see, Spring is a lot brighter than Summer. The air is fresher, the grass is greener and flowers sprout wildly. While Summer already looks friendly, I tried to make Spring look even more pleasant and inviting to set the right tone at the beginning of the game. You can bet that Winter will set the opposite tone, although I will always try to make the game look and feel pleasant.
And that’s it for the reveal of seasons for now. I’ll share the first unique season gimmick soon, so stay tuned for that. Until then, play the demo if you haven’t already, be excellent to each other and party on!
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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!