So, things are still ‘progressing’ with GeoKnight – but I’ve hit a bit of a dilemma, in where my current plan for the game was straying too far from what my original goal for the game was. A simple, fast platformer that people could just get into. So – I’m going back and simplifying some things and changing some core gameplay mechanics along with simplifying the story.
What that really means is: I’m re-doing the game. However, I already have most of the characters, enemies and the game world already planned out so it’s really not as bad as it sounds. I’m adding some of the rough designs for the some of the characters to the media tab if you feel like checking that out.
MKS is making some forward progress as well, with some tweaks to the engine, so hopefully we can get some screenshots for that added as well!
So yeah, apparently I operate on the ‘Blizzard Mentality’ of ‘It’ll be done when its done.’ That and well, Diablo 3 and GTA:Online happened sooo… yeah there is that too. My last entry was a bit cryptic being just the word “Soon”, so I figured it was time to finally actually announce some stuff!
So, over the last few months I’ve been working on the design doc for a game I’m working on called GeoKnight! It’s a ‘MetroidVania’ in a sense of being a pixel art platformer with power-up collecting, but will actually play closer to Megaman X4 (playing as Zero) with some RPG-like elements as far as character customization. Combat will (hopefully) be faster paced and fluid with much more interesting enemy AI than what I had in Core of Innocence.
I’ll be honest, at this stage there hasn’t even been a single pixel laid onto the canvas related to the game, because I wanted to make sure I had this one planned out and polished into something that I would want to play, and to keep the game within a reasonable scope for our small team. That being said, the design doc is a good 70 some pages right now. Ha! Nathan and I have been hashing out story details and think we have something solid and interesting for the players, that isn’t super hard to follow or get into. Hopefully over the next few weeks I’ll be able to get some concept art posted to let you guys know what to expect!
News of the new game aside, Sam has been working hard on getting the engine for MKS fleshed out, and has been adding in some cool mechanics for gameplay! I’ll see if maybe I can’t coax a few screenshots out of him as well.
First I’d like to completely apologize for the lack of any updates since July. I don’t know how many people follow the site for updates, but that’s completely uncool of me to leave it un-updated for so long and for that I am truly sorry.
I’ll be honest after finishing CoI I ran into a bit of a depression, because that project had been such a big part of me over the past 10+ years and I wasn’t ready to let it go yet (thus my fancy, yet now dead CoI2 engine…). I was happy that CoI was received quite positively overall, and as that feeling waned as the ‘hype’ died down I just got more and more upset at myself thinking how if I changed some things it might have been received better by more people, though it wouldn’t have been the game I started out making. I guess I don’t feel as badly about it any more as Sam pointed out to me that one of the devs for Super Meat Boy experienced a similar thing, as seen in ‘Indie Game: The Movie’. So anyways, with all that being said… We are indeed still actively working on stuff at the moment!
Sam and Nathan are still working on ‘Project MKS’ and I’ve been sketching out some details for another platformer. It wont be nearly as indepth as CoI was but still big enough to keep me busy. I’m not going to release any details or anything on it yet until I feel I have a good substantial amount to show, at which point I’ll be more open with development as I go.
So, in the meanwhile, I wish all of you a good Thanksgiving and Christmas and I’ll update again when I have something to share! 😀
Yeah… so… So much for monthly updates, huh? Truth be told after I posted the new engine I stopped working on it for the time being, as I was trying to learn some other things program wise, as well as continuing to refine my pixel art. I’ve gotten better but I’m still not happy with it. So instead of what happened with CoI 1 where I limped along for 14 with the same old art, I’m going to be placing CoI 2 on the back-burner for now while I work on a couple other projects.
I’m going to be designing a new engine for Sam for his game, as I continue working on my spritework in the meanwhile. CoI 2 isn’t dead, but just on hold until I improve my art, and make sure I have an easy system for adding new clothes and armor for Lila. Based on some recent feedback as well as some feedback I’ve been getting for a long time, I may reconsider the amount of fan-service in the game, but who knows. I was 18 when I started CoI1 and a hell of a lot more immature.
Anyways, I’m rambling at this point. Once I have something to show for Sam’s new engine for MKS, I’ll post something.
Finally, I have something substantial to show from what I’ve been working on. That being said, now is as good a time as any to announce that I have been working on Core of Innocence 2! My goal is to produce a ‘video diary’ of sorts every month or so to show progress of where I am with the game and whatnot. So, without further ado, Core of Innocence 2 – Dev Diary 01!
Video looks better fullscreen and in HD, just a heads up.
Anyways, where I’m at so far:
The movement engine is pretty much complete. All of Lila’s movement-based powerups are in game and functional. Not shown in the video, but is also completed are moving platforms. Core 1 did not have them simply because I had no clue what I was doing. They are very much a thing now! 😀
As you can see in the video, the enemies (once implemented) will drop completely randomized loot and equipment that scales in stats depending on the difficulty level the game is set at. It is very ‘diablo-ish’ if that’s of any comparison. Also, the number one thing I had people asking me for that they had in Core 1, was that the clothing displayed on Lila at game-time. Well, this is now very much a thing! Lila will have a wide variety of outfit choices as well as 16 different colors to pick from for each one making for an insane assortment of equipment drops. You can see this in action at the end of the video above.
All of the basic weapons attacks are in and complete, and the spell casting engine is in place but needs to have the spells created and tied to them. There will be over 40 spells in Core 2 so its going to take some careful balancing but I think they will end up being far more useful this time around, rather than just ‘invincible Lila boss killers’ that they ended up being in Core 1. Lots more utility spells and fast casting damage spells, for sure. The nice thing about the engine in Core 2 is all of Lila’s weapons are separate sprites now, so I can edit them easily, or add more without modifying hardly any code at all. They will also be set for the color swapping but it will be set for much more ‘weapony’ colors.
I’ve spent a ton of time making this engine as modular as possible so I can plug and play things quickly, and I will be utilizing a ‘large map’ sort of level design approach to make development easier for me, and to remove room transitions and having to re-program things for every room I change something in. I definitely do not want this to be another 10+ year ordeal. I’m aiming for 2-3 years… if that.
Anyways, stay tuned for more updates and I hope you enjoy!