Foxel Games blog

For the class Game Mechanics we were assigned to make a small game, focused on the gameplay and mechanics rather than the technical parts behind it, where physics were part of the gameplay. After some drafts I came with the idea to use a value of weight to influence the gameplay and objects within the game. For instance, the player is given a weight of 30kg and there is a big fan propelling instances into the air with the power of 50kg. Because the player’s weight is lower than that of the fan, the player is send into the air. However, the player is able to pick up weights in the level to increase their weight. If the player’s total weight is higher than that of the fan, the player will be able to walk through the gusts of air to the other side.
Apart from the weight having influence on other objects, it also affects the player themself. When the player becomes heavier, the movement speed also decreases and how high the player can jump. This way the player has to think of ways to get a weight to the other side of a gap that would otherwise, when carrying a weight, not be able to be jumped.

Some things are still a bit off. Like the weight of the button. Right now it seems to press down with any kind of weight on it and sometimes weights have the tendency to fall through the world out of the level.

The engine is pretty much done! I have been working all day on getting the collisions between the moving blocks and the player right so the character wouldn’t get stuck anywhere. 
While working on that I had changed my mind quite some times wether I wanted  the player being able to stop blocks from moving or that the blocks could pass through the player and turned solid once they stopped moving. In the end I went with the first option as it opens up for more puzzles.
Finally I had to think of a way moving blocks would interact with eachother. I worked out a few different ideas but came to the conclusion that a block giving it’s colour and direction to a block it hits would be more fun to work with for gameplay. For say, a red block moving left hits a gray block on its way. The red block turns gray itself and gives its colour to the other block, thus changing the other blocks direction aswell. This can be seen in the gif above.

The engine is pretty much done! I have been working all day on getting the collisions between the moving blocks and the player right so the character wouldn’t get stuck anywhere. 

While working on that I had changed my mind quite some times wether I wanted  the player being able to stop blocks from moving or that the blocks could pass through the player and turned solid once they stopped moving. In the end I went with the first option as it opens up for more puzzles.

Finally I had to think of a way moving blocks would interact with eachother. I worked out a few different ideas but came to the conclusion that a block giving it’s colour and direction to a block it hits would be more fun to work with for gameplay. For say, a red block moving left hits a gray block on its way. The red block turns gray itself and gives its colour to the other block, thus changing the other blocks direction aswell. This can be seen in the gif above.

Our heroes arrive !

As of yet I have only made two different classes being the classic warrior and a thief. I have chosen for a pick a class kind of game because of the concept of a central place (in time, spoilers) from where the player can select and prepare for stages. Inactive classes will walk around as non-playable characters around this central place. This way the concept of preperation is key is more present.

Finished detailwork on first of the buildings and decided to give all characters floaty hands after all. 
To answer some questions in general. Indeed the game will be a mixture of platforming and birdview. See it as a platform game with depth.
The overal setup for the gameplay will focus on surviving. Death will be penalized severly. The game will consist of six different levels which are accessed through a centralarea. The central nexus is a safe-haven for the player to prepare before venturing out in to one of the six levels. Preparation and wits are key in this game as it might safe your life and a lot of work.
Those who are known with the Monster Hunter and Demon’s Souls franchise might see some similarities.

Finished detailwork on first of the buildings and decided to give all characters floaty hands after all. 

To answer some questions in general. Indeed the game will be a mixture of platforming and birdview. See it as a platform game with depth.

The overal setup for the gameplay will focus on surviving. Death will be penalized severly. The game will consist of six different levels which are accessed through a centralarea. The central nexus is a safe-haven for the player to prepare before venturing out in to one of the six levels. Preparation and wits are key in this game as it might safe your life and a lot of work.

Those who are known with the Monster Hunter and Demon’s Souls franchise might see some similarities.

I am still working on the before mentioned Dark Days project but took a different approach for the artstyle. Instead of a platform sideview, I wanted to bring to world to life in a small sized birdview style. 
On the left are some character designs. I’m still deciding wether to use a character with floaty hands or no hands at all. Either way, this is what the basic character will look like. Along with a suit of armor, with and without equipment.
To the right are the outlines for two buildings and a well. The games environnement will be realistic medieval themed with a twist of fantasy where needed (like your average RPG I suppose). Dragons will play a big role in this world so I tend to bring that back in the design of some of the structures.
Progress is going slowly as I’m currently also working with a seven man team on a different project that has priority at the moment. I try to squeeze in some time now and then to work on my own projects.
Sorry for the lack of posts past month. Happy New Year and thank you for following ! ^_^

I am still working on the before mentioned Dark Days project but took a different approach for the artstyle. Instead of a platform sideview, I wanted to bring to world to life in a small sized birdview style. 

On the left are some character designs. I’m still deciding wether to use a character with floaty hands or no hands at all. Either way, this is what the basic character will look like. Along with a suit of armor, with and without equipment.

To the right are the outlines for two buildings and a well. The games environnement will be realistic medieval themed with a twist of fantasy where needed (like your average RPG I suppose). Dragons will play a big role in this world so I tend to bring that back in the design of some of the structures.

Progress is going slowly as I’m currently also working with a seven man team on a different project that has priority at the moment. I try to squeeze in some time now and then to work on my own projects.

Sorry for the lack of posts past month. Happy New Year and thank you for following ! ^_^

cactuskanna-deactivated20130607:

I haven't used gamemaker since 5th grade. Any tips for someone just starting to make their first game? (i'm assuming you use gamemaker because I find your posts through that tag. i'd be open to using a diff program though!)


Indeed I use Game Maker. GM8 PRO, it is a really underated program because you can actually do great things with it.

When you just start I suggest you try not to think to ‘big’. Like making an RPG game or a First Person Shooter. Take it easy and start with something like Pacman. Read up on tutorials on how to do things and when you can’t figure a procedure out, draw it out! Making a schematic with pen and paper on what’s supposd to happen really helps.

The best place to start would be at the Tutorials section on YoYoGames. These explain the basics of making a game with pre programmed drag and drop blocks. Once you get the hang of that and get some insight on how everything works and should work, you can take the step to using GML, the actual language. 

And remember, the GameMaker Community forums are your best friend when you need a little help.