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Pages: 1 ... 7 8 [9] 10
 81 
 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

 82 
 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)

 83 
 on: August 13, 2023, 03:28:57 pm 
Started by lierinwait - Last post by MG-Zero
wow, we don't get many 3D fan games around here!

 84 
 on: August 12, 2023, 02:43:30 am 
Started by lierinwait - Last post by Mariotag
Oh! I remembered downloading the first one, but never found the time to play it, so never knew there was a crash. I'll definitely get the second one as well!

 85 
 on: August 11, 2023, 03:23:50 am 
Started by lierinwait - Last post by lierinwait


So I had so much fun making the last game I posted here, I immediately started work on a sequel that takes place on an island frozen in the darkness of an unchanging night. It's a massive, hours-long, open world quest with five temple-areas, bosses, secrets, powerups, puzzles and tons of lore. And it turned out looking really gorgeous, with everything lit by scarce light sources in the perpetual darkness. Almost has a horror edge to it sometimes when an enemy emerges from the shadows.

Story:
Tetra and her crew dare to cross the forbidden Midnight Sea, from which no ship has ever returned, and find themselves on a strange island locked in time, where the stars don't turn and the sun never rises. They are quickly set upon by a shadow creature that has taken Tetra's form, that follows and harasses her as Tetra adventures across the island, looking for a way to end the curse of the Midnight Sea.

It's over on gamejolt here: https://gamejolt.com/games/T_MidnightSea/830029

I hope you'll give it a try.

Also, if you weren't able to play Tetra and the Lonely Island, my last game, please go back and try again. I've fixed the error that was causing that crash. You can get it here: https://gamejolt.com/games/Tetra_LI/794044

And if you like my games, please let people know about them. I don't have much of a web presence, so it would be appreciated.

Cheers, all.

 86 
 on: August 05, 2023, 08:26:21 am 
Started by Martijn dh - Last post by Martijn dh
Here's a surprise update. On a Saturday no less, for a change.

One, because I have some other non-dev related plans for this weekend. And two, because I simply could not wait any longer to show of this awesome new artwork that I got in.
Yeah... both of those definitely apply in equal measure...  XD I swear...

Anyway, what do you all think? Does it represent the game well?

Beyond the new artwork a little bit more progress has also been made on the overworld/mountain tiles, but I'll save that for a future update.

EDIT: Can't seem to attach the image. That's rare. Maybe it's too big or something?
You can also see it here: https://www.kickstarter.com/projects/hornofbalance/horn-of-balance?ref=discovery


Progress report:
Code: [Select]
v0.27.74 (1-2 augustus 2023)
* Expanded names in the credits
* Made a more progress on the mountain tileset (and realised I missed several exception cases)
* Made progress on grass border tiles
* Switched DW background colors

v0.27.75 (3 augustus 2023)
* Created extra grass edge tiles for more flexibility
* Completely retiled all grass borders across the worlds

 87 
 on: July 30, 2023, 07:57:51 pm 
Started by Martijn dh - Last post by Martijn dh
I'll be taking another few days off from work soon, to finally get that mountain tileset done. It's soo close now. Just a few more tile. XD

Also, I've been working with a few artists this past week. As a result, all the sound effects needed for demo 2 are now in!

And: I've found a talented individual who is currently working on capsule art for the game. Not pixelart, but pretty high dev digital art. While I personally love pixelart (and all the work Kohari does for the project), going with a more "realistic" artstyle for capsule art is apparently preferred over on Steam. At the very least it'll show others that I'm willing to put a little more money behind the project. Honestly, I can't wait to show of the results.

Progress log:
Code: [Select]
v0.27.72 (25-28 juli 2023)
* Worked with poster and sound artists
* Implemented various new sounds
* Finished final sprites details for the 3 new enemies
* Made progress spriting new mountain tiles

v0.27.73 (29-30 juli 2023)
* Tweaked and placed various NPC's along the outside path to the demo dungeon
* Adjusted various NPC's dialogue for demo purposes
* Altered some enemy placements

 88 
 on: July 23, 2023, 09:42:33 pm 
Started by Martijn dh - Last post by Martijn dh
Another week, another bit of project progress.

Progress report:
Code: [Select]
v0.27.66 (17 juli 2023)
* Worked with spriter on boss sprites

v0.27.67 (18 juli 2023)
* Worked with sound editor (and implemented a few new sound effects)

v0.27.68 (19 juli 2023)
* Implemented new dungeon entrance tiles

v0.27.69 (20-21 juli 2023)
* Implemented two more sound effects
* Tweaked details behind spiked ball soundvolume
* Slightly tweaked overworld tilework
* Fixed sprite allignment issue when using atk/def “sprites” while interrupting the idle animations
* Fixed spiked ball animation (and spawning) not stopping during some specific pause states and situations
* Updated overworld masking for new spritework
* Implemented new shrubbery tiles

v0.27.70 (22 juli 2023)
* Added extra frames for summon character
* Added animation and additional frames for mud golem enemy

v0.27.71 (23 juli 2023)
* Implemented new visuals for 2 enemies in the desert dungeon (= not in the demo's; might be included in the trailer)
* Fixed color issue with desert dungeon crates
* Added extra enemy type: Mud golem

 89 
 on: July 16, 2023, 08:30:34 pm 
Started by Martijn dh - Last post by Martijn dh
Twitter is broken again today (can't see those I'm following like normal again) so I'll post the image here as well.

Kohari has been making awesome pixelart the last several days. Check out this upcoming enemy for example. (And part of your home, as a little bonus). This'll be the first enemy you encounter while you play around with your childhood friends. So it won't hurt you too much. Or will it? >:D

What should this earth golem? Any suggestions?


Progress report:
Code: [Select]
v0.27.64 (14-15 juli 2023)
* Commissioned Kickstarter capsule art
* Worked with spriter on more world/cave tiles
* Implemented new house tiles
* Implemented several new door sprites variants

v0.27.65 (16 juli 2023)
* Worked with spriter on more new sprites and tiles

 90 
 on: July 10, 2023, 07:59:10 am 
Started by Martijn dh - Last post by Martijn dh
I can be brief about last weekend's progress: I got back to my job and got completely drained in days.  Kinda what I expected really. Took part of the weekend simply to gain back some energy.

Also, some of the new tile commissions are running into delays due to illness. Not sure when things will be back on track, but it's best to give such things time.

However. It's not all bad news! I decided to take another crack at the mountain tileset. And actually even ending up making some progress.
What do you think? This is actually the third attempt, starting from scratch. At least each attempt is getting faster. I doubt I'll have the energy to complete it during the week, but maybe I can get back to completing it by the next weekend. It's a lot of work still, but I'm getting more and more optimistic about this style.

Progress report:
Code: [Select]
v0.27.62 (5 juli 2023)
* Fixed found issue with some item counts on the credits stats screen potentially being incorrect

v0.27.63 (8-9 juli 2023)
* Made progress spriting new mountain tiles

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