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mizukidevlog · 3 hours
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Devlog 32
This next week is going to be a pretty big week!
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Everything for my Steam page has been completed, which means my game will be official on Steam and on Itch.io! Please give me a follow on those sites (Steam will be couple days, hopefully May 1st!)
Mizuki and the Crimson Moon by CritsOnAStick (itch.io) [ Steam link will be here soon... ]
As for dev development work, I have a very cool development that I'm excited to talk about... Omamori!
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Omamori will be an item that Mizuki can equip to give her extra abilities or change how wisps work. The player must use wisps to teleport or use special attacks, so finding the right omamori to use in the right situation and stage is key. I would love to hear omamori suggestions from you guys! How can teleports be affected? What about special attacks? Maybe there is a non-wisp effect / ability that would be cool to get. Let me know!
For those who don't know, Omamori are Japanese charms that are said to bless your life in various ways. The specific way depends on the omamori, but it can be everything from health, to financial success, relationships, and more! The huge variety in omamori makes them the perfect candidate for an equitable item.
"And how do you get omamori?" you ask behind your computer / phone screen...maybe. Well, that is through the shop! (Pardon the testing screenshot. Still working on making it look nice)
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This week I was able to get currency and shopping working in my game. I'm really happy with how it turned out! The best part is that is isn't a jumbled mess of objects and instances. One of these days I'll need to make a demo or tutorial showcasing how it works. I think there are some games that could benefit from it.
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That's all for this week folks! Look for my Steam page and check it out!
Video game art done by @kiwi-comics
<3
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mizukidevlog · 8 days
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Devlog 31
This was a week of optimizations for my game, and I did something that I don't think very many games have ever done, especially platformers...
I have removed contact damage from the game.
I know, pretty crazy right? Literally every platformer that I could think of has it. Something just feels off about it though. Like, if an enemy is jumping over you through the air and its foot just happens to touch your character, how is that supposed to do any damage???
Instead of contact damage, I opted for very quick sudden attacks that an enemy can do when you get too close to them as shown below:
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But yeah. I think contact damage might be a little overrated or at least an old mechanic that doesn't really need to stick around, but what y'all think?
Something else that I am very happy and excited about is completing NPC dialog! I know that I showcased the basics of it last week, but this week I got dialog branches working. Now you can say yes, no, or whatever else appears in those two small boxes
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That's all for now. The weeks are starting to blend together in terms of game development. I might need to start taking notes on what I've worked on or something.
See you next week! <3
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mizukidevlog · 10 days
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Behold! The many expressions of Mizuki
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A main character should have, well, character! Prepare for lots of fun dialog screenshots in future posts, because Mizuki has some things to say!
Wonderful art done by @kiwi-comics <3
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mizukidevlog · 14 days
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Devlog 30
Hurray! 30 Devlogs Complete! New Milestone!
This week has been alright for game development. Lots of art, lots of polishing code, and lots of being exhausted after my full-time job. Some of that code polish has resulted in a whole new dialog system!
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I'm very pleased with the improvements I made. The objects that create the dialog are MUCH easier to work with, are more flexible, and is much simpler. Having some very nice character sprites (courtesy of @kiwi-comics) definitely adds to overall feel of the dialog too. There are actual characters to talk to, and Mizuki isn't just a bunch of pixels!
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A lot of work has also gone towards the Yokai village.
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Figuring out how to add a little forest and yokai flair to traditional Japanese houses has been a fun challenge. When the village is complete, I'll have a whole showcase for it.
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Anyways, I find myself kind of laughing at the fact that I thought I would have my steam page up a couple weeks ago. The amount of work, information, and other stuff that I've had to create and upload has been way more than I was expecting. So, the Steam page will have to wait for now while I get everything ready for it.
Thanks for reading, and I hope you enjoy the art/pixel art! See ya next week.
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mizukidevlog · 21 days
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Devlog 29
Sooo...I accidentally lied in my last post...
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I mentioned that I would be launching the Steam page for Mizuki and the Crimson Moon right? Turns out that it takes up to a week for all the digital paperwork to be completed and stuff. I probably should have been ready for that, so I only have myself to blame. On the plus side, this week was still a great week for game development!
I had some friends and family playtest my game a got a ton of valuable feedback. To any game devs who are reading this: HAVE PEOPLE PLAYTEST YOUR GAME. You cannot playtest your own game, you just can't (bonus points if you get people with different experience levels to play your game). Don't backseat game your own game though, even if the person playing is really bad at it...
I also reworked and polished the dialog system within my game. The original length of the object that handles all that use to be 200+ lines of code, but now it's down to around 80. Gotta love optimization.
Oh! I also got the Yokai Forest area map looking nice and pretty. It was real nice to finally get that finished.
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I'm really looking forward to next week, because other than getting a ton of other half-finished work finished, I'll ACTUALLY be creating and publishing my Steam page.
<3
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mizukidevlog · 24 days
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It's happening...
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I'm preparing to create a Steam page! This has been in the works for a while, and the time has finally come!
There's something about creating the Steam page that makes everything about this game feel so much more real. Like, I'm not just working on some random project to keep my sanity after long workdays.
I will actually be creating and releasing a game. A literal dream come true.
Stay tuned, for this Saturday will be the day that my game goes on Steam! While there are tens if not hundreds of games put on steam daily, at least this one is mine. To any game devs who read this, keep on working on that game of yours, because you can do it too :)
(Disclaimer: This is not my dream game, but it is my dream to make games. My dream game would take a whole studio to make :P )
[Disclaimer to the Disclaimer: I still love this game to death, very happy to be making it :) ] Huge thanks to @kiwi-comics for the amazing art that she has been doing for my steam page (featured above). I'll be showcasing more of that in the future.
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mizukidevlog · 28 days
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Devlog 28
This week I've been working on a lot of non-gameplay related items. A lot of that includes sprite work and background art, but I've also been working on menus, music, and the title screen. I also spent a lot of time getting things ready on Itch.io, YouTube, and other sites. (Creating a presence with a game and getting noticed is hard work!)
In the end, art related tasks ended up taking most of my time this week. I wish there was a way to speed it up, but I don't think that's happening unless I discover some kind of art breakthrough or something. Here are some trees that will be used as part of the area map for the Yokai Forest.
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If you want to see some gameplay, I uploaded a video that showcases the first level. There isn't any sound or music though, still working on learning how that stuff works in GameMaker 2.
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Until next week! Here's hoping that I get more work completed on the gameplay side of things. Those posts are always more fun to make (Not that this one wasn't).
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Edit: forgot the video link 🙃
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mizukidevlog · 30 days
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So, guess I'm going to start putting myself out there more!
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I just uploaded a gameplay sneak peek of my game on a YouTube channel and updated my itch.io page (basically remade it from scratch)! I know that a big part of game development is making sure people actually know about your game, so I figured now was a pretty good time to get started.
Spread the word of you can! Reposting this post, showing your friends, and telling the try-hard gamer next door helps a ton!
Mizuki and the Crimson Moon by CritsOnAStick (itch.io) CritsOnAStick - YouTube
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mizukidevlog · 1 month
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Devlog 27
Hello!
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Stage design has been going very good! A big part of stage design is hazards, so I've been working on adding some dangers that the player will have to be careful to avoid. Along with the variety of spiky plants that the player will need to dodge, now there are haunted torches and curse graves!
The haunted torches will spit out a cursed wisp that acts differently depending on the torch that spawns it. A simple torch will shoot out a high speed wisp in the direction of the player. If the torch is fancy though, the wisp will track and chase down the player.
The cursed grave is a hazard that indirectly effects the player. It prevents Mizuki's teleport from working when she is close to it, forcing the player to rely on the base movement mechanics.
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Along with stage design and designing stage hazards, I've been getting some testing done and fixing bug and tweaking controls as needed. After all, feedback from player's is the most valuable feedback you can get!
I've also been making more backgrounds, so check out my previous post for a nice scenic pixel background :)
<3
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mizukidevlog · 1 month
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Mt. Fuji. A very famous Japanese mountain that will serve as an important location in Mizuki and the Crimson Moon. It will be visible throughout the entire game, so this background is just one of many variations that will show up.
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Making pixel art of this magnitude was pretty tough, but I'm very happy with how it turned out! (Although I know there are probably many people out there who could do better). I'm always amazed at how much time goes into game art. It's a good thing I enjoy it! Would anyone be interested in hearing more about my process I follow in making pixel art backgrounds? I'm no professional, but I'd like to think I know a thing or two. Let me know!
More game updates drop tomorrow...
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mizukidevlog · 1 month
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Devlog 26
Another week of game development down. I think I'm finally starting to get the hang of this thing.
Does anyone know a word for when you are working on your game and the closer you get to a big checkpoint in development the more stuff you discover you have to do? I can't tell if it's scope creep or just forgetting to write down detailed plans.
Anyways, I've been spending a lot of time this week doing all kinds of research. Researching how to market a game, how to make a game that'll sell, how to make a good platformer, stuff like that. It's very interesting! I would also like to recommend this video I found. I think he makes some really good points, and definitely points that I haven't considered: Marketing is NOT Why Most Indie Games Fail (youtube.com)
Other than research, I've been making new stages for the yokai forest and I think it just might be ready for a showcase next week! Here are a couple screen shots of some finished areas.
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One fun thing that I've added is currency! I was on the fence about it for a while, but it makes the 'how' of the player getting certain items a lot simpler. The currency is modeled after old Japanese coins.
Besides, who doesn't like collecting sparkly things?
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Questions and comments on my game are welcome! <3
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mizukidevlog · 1 month
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That flower is linked to death for a reason, so despite looking beautiful you should avoid it at all costs. Wait Mizuki, what are you doing?!
Here's the flower that inspired this insta-death hazard:
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If something is going to kill you quickly, hopefully it looks nice. (Disclaimer: Higanbana do not insta-kill you irl)
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mizukidevlog · 2 months
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Devlog 25
Hello guys and girls! This has been one heck of a week for game development! (In a good way)
The bit of work that I am most proud of this week is some updated and polished combat-related sprites! They went from being short boring animations with hardly any movement to an attack sequence that just makes pummeling the nearest spirit or guard really fun! (The enemies got polished animations too, but Mizuki is the focus. She is the main character after all.)
If you watch the whole video, you'll also notice that there is a sign! (Bonus points if you know what the kanji on it means). I'll be placing signs throughout the game, not to serve as the tutorial, but just for helpful information.
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I've also worked on stage design, adding new stage hazards, and refining plans for development and marketing. I'm learning more and more about just how much goes into game development.
I also almost lost my game files...so that was fun. I installed a Gamemaker Studio 2 update today and it completely messed up how some of my code worked. Thankfully I had backed-up my code earlier that day, otherwise you would be hearing from a very depressed Me.
Hope you enjoyed reading! I'd love to hear from anyone who reads this, so drop a note or something if you feel inclined. Have a great week!
[Slowed-down attack animations for your enjoyment] (The transparency did not translate to .gif very well)
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[Loading a game from an older build on a new update does weird stuff. Can you find Mizuki?]
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If you made it this far, this is for you: <3
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mizukidevlog · 2 months
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Devlog 24
A bunch of hard work really paid off this week! I got 'pausing' to work properly in my game. It really surprised me at just how complicated a simple game function could be. Of course, some of that difficulty would have existed if it was one of the first things I worked on.
There are two kinds of pausing. The first is your standard pause, pausing the game to leave the stage. view stage info, etc.. The second kind is a 'quick pause' that enables the player to switch between attacks mid-combat. Both are showcased below:
Having to use 5+ buttons to use different attacks or even using a single button to cycle through attack options felt too slow and tedious/ That's why I implemented a system that allows the player to change attacks on the fly. I felt like the benefits to having a quick and easy-to-use attack switching system outweighed any drawbacks to allowing the player to essentially FREEZE TIME whenever they wanted. Is freezing time on a whim too much power? You tell me, I'm not sure and could definitely use the feedback!
Fun fact: Despite the player needing to click on both pause menus, both are built entirely out of sprites with a single controller object! No extra buttons or instances needed!
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Who said pausing time isn't fun?
'Till next week, stay safe!
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mizukidevlog · 2 months
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Devlog 23
Got some sweet backgrounds finished this week. First one is the near-background for the graveyard within the Yokai Forest. The second one is a much nicer looking near-background of the Yokai Village
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They were both really fun to work on! I might spend some time refining the pine trees in the village background though, something looks a little strange about them.
Other than working on backgrounds, I spend a TON of time working on pausing mechanics. Something so simple ended up being so tough. At this point, I'm starting to think my specialty is leaning more into pixel art than coding...which is weird considering my software engineering degree.
Anyways, thanks for reading. If you've gotten this far, then I'll go ahead and let you know that I'm planning on creating a release trailer soon! Keep a look out for that and spread the word <3
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mizukidevlog · 2 months
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Devlog 22
Another good week of game development.
Creating "pause" functionality was much harder than I thought it would be. Gamemaker Studio 2 has a helpful feature in its "Deactivate" functions, but those can only get you so far. That's what I spend most of my time this week working on.
There are two types of "pauses" in this game. The normal pause where you hit a button and bring up a menu. The other is a more temporary pause that the player can use to change which attack they're using. To work on that, I made two separate objects in Gamemaker to apply the different effects that I want. Sadly, they aren't quite finished yet, otherwise I'd love to show it off.
Here's what my menu code looks like if anyone is interested. Huge thanks to a Shaun Spalding tutorial I found online along with some other helpful posts. Just modified it so it would be tied to pressing and releasing a button rather than something that works like a switch.
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Something I can show off is the finally-finished player UI. Above the health bar are the number of teleport charges the player has available, and inside the gold orb is the current attack that the player is using. (You'll see everything freeze in the video occasionally. That is me testing the pause functionality).
Looking forward to having pausing finished next week along with some combat polishing. Stay tuned!
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mizukidevlog · 2 months
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"That's a boring looking flag, and it's in my forest!"
When you see a flag in your forest, might as well make it your own.
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