Glow – Progress Update 3

Hey everyone, how’s it going?

A bit later this week but time for another quick update on the last weeks progress:

  • Get the different glow colour affects working and if not decide on a way forward – I finally got this sorted, and in time for #screenshotsaturday. It felt great finally achieving this as I felt without this aspect to the game it would probably look a bit dull overall. I plan on doing a tutorial at some point to cover how to get this effect.
  • Work on character animation – I managed to get a lot done on the character animation, but half way through the week I came across the idea of procedurally handling the animation. I think this is going to be a better approach especially as the game has a minimalist look, so I’ll be continuing the work this week.
  • Start adding sound – I managed to narrow down some options for music and sound effects. The next step will be to start using these in game to see how everything fits together.
  • Begin formalising the level designs – I’ve knocked up a load more level designs. I’ve had an idea of progressively changing the levels to add to the overall flow of the game. I’ve also manged to sketch out a the format for each of the worlds and how the mechanics are going to be introduced.
  • Start looking at ideas for world bosses – I’ve got a solid plan for the bosses in the game now and I’ve got a good amount of work done on the first boss.
  • Add YouTubers/Twitch streamers to the press list that have covered related games – I’ve added all the possible sources of contacts to the press list now. The next step is just grinding the net for those e-mail addresses!

I really feel like focusing my efforts this week instead of trying to spread my work has been really beneficial! I managed to cover a lot of ground on the development of Glow and I can now start to see when I may be able to target for a release.

One thing I did notice however was that as the big chunks of the game started to take shape, I was starting to find it difficult where to focus my efforts. It’s starting to feel like I have a lot of lose ends that need tying up before I can move on to the next step of creating an alpha version for testing. This made me realise two things:

  • This is probably the prime reason why so many games never see the end of development. Tying up the lose ends is not as fun as developing the big chunks.
  • I need to take a slightly different approach this week to get past this hump in the road.

So with that said my approach this week is to take a step back and look at the main parts of the game that are holding me back from getting it into an alpha build state. These are the tasks I feel are distracting too much from being able to progress the game design:

  • Refine the movement – I’m starting the realise the character movement needs some refining as currently the movement takes away from the challenge of the game.
  • Refine some of the designs –  I really feel like some of the designs of baddies and power ups is a bit disjointed form the look of the game, so I want to tighten those up.
  • Get a solid behaviour programmed for the first boss – boss design is quite new to me and is going to take a lot of trial and error.
  • Finalise the view size – I personally feel the uncertainty of the view size I will be using is distracting a lot of the design decisions I’m making.

The intent it to follow these in the order they are listed as I believe that they will feed into each other nicely. I also plan to continue the marketing side of things, but currently that’s just grinding the net for e-mails so won’t take much thought.

Take it easy!

Stav

Sign up free for the latest game dev tips and free beta test acces to all our games! Guaranteed no spam!

Scroll to Top