This is a list of all posts, games and tutorials tagged with the tag "Devlog".
A small bounce for PogoGirl, a giant leap for me!
In the previous two devlogs I’ve talked about the changes I’ve implemented in Go! Go! PogoGirl based on player feedback. And now there’s another one…a big one. I’ve already mentioned how the positive player reaction to the demo has motivated me to take this game further than I had originally intended. And now I can tell you what I meant by that: Go! Go! PogoGirl is coming to Steam! Yes, shocker, a PC game is coming to Steam.
A new version of the Go! Go! PogoGirl demo has now been uploaded! I originally didn’t intend to update the demo, but I have changed a few major mechanics in the game that made the old version a bit too outdated for my liking. Changelog You can now twirl (almost) anytime. You can now stomp (almost) anytime. Stomping at the very peak of your jump will result in a super stomp.
The Go! Go! PogoGirl demo has been out for over a week now, and I want to thank each and every one of you who has given it a shot. I really appreciate it!
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!
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.