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 71 
 on: October 01, 2023, 08:40:39 pm 
Started by Martijn dh - Last post by Martijn dh
I've just released the next demo update (= 1.4) over on Itch.io. ;)
Link: https://hornofbalance.itch.io/horn-of-balance-pre-ks-demo/devlog/614590/06-demo-14-released
Hope you enjoy it.

Release highlights:
* Better shield:
    - You can now move while shielding
    - Shields don't just block projectiles, but also guard against (most) enemies
* Extra starting equipment:
    - The stone sprite - Whatever will it do, I wonder
    - The fire sprite - Linden is about to get all fired up
* Added a few extra shortcuts to cut down on backtracking
* Tweaked a few puzzles and rooms to better guide new players
* Made the sub-boss slightly harder
* Made it visually more obvious when you collect small keys
* Fixed the collisions between your sword's smear effect and banners


Progress report:
Code: [Select]
v0.27.96 (25 september 2023)
* Completed and implemented cave wall/floor tiles
* Tweaked outside NPC texts slightly
* Experimented with new flower visuals

v0.27.97 (26 september 2023)
* Finished adding new flower visuals and animations
* Implemented a few more new overworld tiles
* Slightly tweaked overworld bridges style
* Replaced a few more cave tiles

v0.27.98 (27 september 2023)
* Implemented new visuals overworld tall grass
* Added more variant overworld bushes
* Fixed a few issues with digging near tall grass and water
* Fixed issue with collecting some dug up items instantly
* Replaced a few more cave tiles
* Finished cave visuals from breakable floors

v0.27.99 (28 september 2023)
* Experimented with sequences to work towards my own take on the medallion effects

v0.27.100 (29 september 2023)
* Added extra colorswapped cave tileset

 72 
 on: September 28, 2023, 01:57:48 am 
Started by Martijn dh - Last post by Mariotag
I'm aiming for PC, Switch and Switch 2.
The switch releases will be dependant on a successful Kickstarter campaign though.

XBox and Playstation are much harder to publish on as a solodev (from what I've seen during my earlier research) so there are no concrete plans as of yet.

Ah. Switch 2 will be interesting. Still no official announcement or release window.
Anyway, I'll keep an eye out!

 73 
 on: September 27, 2023, 06:22:23 am 
Started by Martijn dh - Last post by Martijn dh
I'm aiming for PC, Switch and Switch 2.
The switch releases will be dependant on a successful Kickstarter campaign though.

XBox and Playstation are much harder to publish on as a solodev (from what I've seen during my earlier research) so there are no concrete plans as of yet.

 74 
 on: September 27, 2023, 05:15:25 am 
Started by Martijn dh - Last post by Mariotag
I'm only just now thinking to ask, is this going to be available on any consoles? Or just PC?

 75 
 on: September 24, 2023, 08:13:30 pm 
Started by Martijn dh - Last post by Martijn dh
Here's a little sneak peak of the progress made over the weekend regarding caves.
Kohari actually made the original tiles; I'm only just tweaking the colors and detailing while I began trying them out in some of the existing rooms. The coloring is a little darker than I had originally intended, but then again: they are intended for underground areas so the contrast with the overworld might be to it's benefit.

Also, now that SAGE 2023 has concluded, a very brief look back:
The streamers favoured action games for the most part. That was expected for an event originally all about Sonic gameplay, so any and all attention was welcome. Overall I´m pretty happy with how the event turned out though: The streamers that did play the game provided valuable new insights. I made a few more connections. And most importantly, we've jumped from 52 to 66 Kickstarter followers XD

All in all it's been a good week with some nice progress.

Progress report:
Code: [Select]
v0.27.92 (21 september 2023)
* Updated all hero frames for extra shader option
* Experimented with fencing tiles and animated grass/flowers

v0.27.93 (22 september 2023)
* Experimented with new cave wall/floor visuals

v0.27.94 (23 september 2023)
* Experimented further with new cave wall/floor visuals
* Made a start with the new cave tileset
* Started replacing the first few cave tiles
* Implemented a few more replacement overworld tiles
* Experimented with house indoor/floor wall tiles

v0.27.95 (24 september 2023)
* Fixed issue of conflicting NPC's appearing together
* Added grass animations
* Experimented with new flower visuals
* Made progress tweaking the new cave wall/floor tiles

 76 
 on: September 17, 2023, 08:43:53 pm 
Started by Martijn dh - Last post by Martijn dh
Progress report:
Code: [Select]
v0.27.89 (15 september 2023)
* Tweaked and implemented a few more overworld tiles
* Made a start replacing the world signposts with a new type of object for more functionality

v0.27.90 (16 september 2023)
* Finished replacing signpost tiles with new (destructable) objects
* Finally found a way around some invalid gamemaker coding warnings
* Added small extra scene for demo 2.0
* Added extra frame to one of the villains
* Implemented another few overworld tiles

v0.27.91 (17 september 2023)
* Implemented another few overworld tiles
* Added / updated more NPC dialogue for demo 2.0
* Added small extra scene for demo 2.0

 77 
 on: September 10, 2023, 08:09:16 pm 
Started by Martijn dh - Last post by Martijn dh
Progress report:
Code: [Select]
v0.27.83 (1 september 2023)
* Improved visuals dug ground
* Finished implementing new desert boss sprites
* Implemented new NPC visuals
* Implemented new visuals for stone piles (and updated properties to be more appropriate)
* Implemented a few more new overworld tiles
* Did some experimentation with tall grass terrain sprites

v0.27.84 (2 september 2023)
* Implemented various new (visuals for) containers
* Tweaked shack sprite shadows
* Now able to hookshot onto cut trees stumps

v0.27.85 (3 september 2023)
* Implemented new doorway visuals into the demo dungeon
* Edited and implemented a few more overworld tiles

v0.27.86 (8 september 2023)
* Fixed typo in the intro sequence
* Made demo dungeon central room pushable statue slightly more obvious
* Added shield strafing
* Added a few extra shortcuts to the demo dungeon to lessen the amount of backtracking
* Made demo subboss fight slightly harder
* Switched around a few demo dungeon objects to better signal safe routes

v0.27.87 (9 september 2023)
* Tweaked character animation when using the shield
* Fixed collissions between sword smear effects and banners
* Made it more obvious when you pick up small keys
* Introducing hitswitches earlier in the demo dungeon
* Made demo dungeon entrance puzzle slightly more obvious
* Experimented with collisions between the shield and enemies

v0.27.88 (10 september 2023)
* The shield will now block (some!) enemies
* Added a few special properties to the better shield
* Fixed sound effect when blocking with the metal shield
* Expanded the roster of enemy defense stats for all enemies
* Tweaked character visuals after using the earth/fire elementals
* Changed up starting equipment nests

 78 
 on: August 27, 2023, 08:16:59 pm 
Started by Martijn dh - Last post by Martijn dh
No home improvement this weekend. It's back to regular development again.  XD (The most important home stuff is done so the rest is postponed till next month)

Anyway, it's been a pretty fruitful weekend, with the focus on the latest batch of new art assets that came in. Includes some excellent new visuals for the desert boss. Can't show it off yet because I'm saving it for the trailer. I really loved the earlier sprites, but sadly those were a designed around an alltp enemy, so they had to go. The concept is still the same though and a lot of care was put into preserving the theme across the dungeon. If you look carefully you will see the lifecycle progression between the small and larger sandworms. In the length, number of teeth and in the tail which develops further and further. I like adding in stuff like that, because it adds just that little bit of extra believability to the world.

Oh, and while we were at it: we also added even more teeth to the boss. Oh yes! >:D Bosses can never have enough teeth!

Progress report:
Code: [Select]
v0.27.80 (25 augustus 2023)
* Worked with spriter on new artwork
* Implemented several new overworld tiles

v0.27.81 (26 augustus 2023)
* Worked with spriter on new artwork
* Made progress slightly adjusting desert boss code for new visuals

v0.27.82 (27 augustus 2023)
* Worked with spriter on new artwork
* Made progress implementing new desert boss sprites
* Added several extra NPC frames

 79 
 on: August 20, 2023, 06:57:50 pm 
Started by Martijn dh - Last post by Martijn dh
This weekends progress:
- Patched 2nd floor outside window frames
- Painted bedroom ceiling
- Work a little bit on the game

I'll be back with proper game development progress next weekend, hopefully.

Progress log:
Code: [Select]
v0.27.78 (12-13 augustus 2023)
* Put out a new spritework commission package
* Prepared SAGE 2023 booth (with demo 1.3)
* Spend nearly a day doing the rounds on the internet to update the all information about this game

v0.27.79 (18-20 augustus 2023)
* Tweaked and implemented tiles elevated ground
* Tweaked and implemented tiles for background grass
* Tweaked and implemented tiles for animated idle water (deep & shallow)
* Enlarged tile commission package a little

 80 
 on: August 13, 2023, 03:51:34 pm 
Started by Martijn dh - Last post by Martijn dh
For this weekend I took the time to write about the overall state of development.

First up: the starting post has been updated. Also, demo 1.3 has recently been released over on Itch.
Demo link: https://hornofbalance.itch.io/horn-of-balance-pre-ks-demo/devlog/571291/05-demo-13-release
This is a smaller incremental update to fix a bug, add a new feature, and overall show tangible continued progress.
There might be another small demo 1.4 update with more features coming before reaching 2.0. (Here´s looking at you bombs and/or shield strafing). But we'll have to see how things go.

On that note: In the past I have stated to expect a Kickstarter later this year. My personal goals were far more specific: to complete demo 2.0 by SAGE2023 (=end of august). And then to do a Kickstarter event during the month of November, after two full months of advertising. Getting 2.0 out before SAGE is not happening by a long shot. (I'll be attending with just version 1.3). I have also become doubtful about these Kickstarter timeline due to the reasons listed below. So I want to clearly communicate that the Kickstarter event will likely be postponed until early next year. Development is still going strong, and never say never, but I want to be upfront about this! Call me crazy, but if I promise something it weighs heavily on me if I cannot deliver. There are also benefits to this story btw (for you all anyway).

My three reasons to reschedule are as follows (in order of impact):
  • Personal circumstances. I'll stay a bit vague here because sharing too much on the internet is unwise, but the last 1/1.5 month has been rough. Things related to my daytime job have changed significantly. Parts of my house are apparent in need of some costly repairs. And struggling with the creation of the mountain tileset, given the self-imposed deadlines, has been kinda draining. Stacking these factors has been putting me in a bad headspace, leading to delays, leading to a bad headspace, leading to delays, and so on. Nobody benefits from that, so simply pushing harder is a bad plan.
  • I do not want to rush things. Even given the point above, deadlines can always easily be reached: just ignore quality... and that simply is not me. I'd rather spend more time to it something to be fully proud of. Consequences be damned.
  • Doing a Kickstarter in November, December, January is not great given the holidays and other costly things people have going on (including other high profile releases they might prefer).
  • There are also more and more rumours that Nintendo's new console is coming soon. Some suggest a 2024 release even. That last one I take that with a heavy dose of salt, but the rest aligns with my own expectations. Developing Horn of Balance fully takes years, so I need to look years ahead. Adding a Nintendo console port to the Kickstarter event (directly or via stretchgoals) is preferred, so waiting for more information has benefits. (It's scary to promise a port without console/cost/access details).

So, what about the upsides?
Well. I'm upping the development budget for this demo, to also cover the extra development time till early next year. So postponing the Kickstarter will have no effect on the actually completion date of the full game. Additionally, the later Kickstarter will give me more room to breath and to work on the connected demo 2.0. This allows me to take a step back and add more things in a way that benefits the long term development (rather than just the immediate demo). An example: Instead of strictly adding in the grass tiles needed for demo 2.0, I've taken the opportunity to also redo the digging system to have similar sprites and that fit within the same set-up. As a result you can now dig in way more places than before, the game is easier to develop long-term and I have more opportunities to hide secrets. (Uuhm, wait. Forget about that last one. There are no secrets related to the shovel planned for the final game. This blogpost is over..... Pff. That was a close one. Nearly spoiled my killer gameplay feature to beat all the competition)

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