Monthly Archives: November 2017
Got a demo for a beta version of Vivid! now out to try! This is a slightly updated version due to some fixes needed in the menus. It features an optional Tutorial, one full Level with a boss, and a ranking system. See if you can get a Gold or the elusive Platinum Rank!
Report any bugs, leave feedback, etc. Thank you!
(Vivid – LucasMaxBros)
When making a game you have to go off from what you know and what your prefer. My history with games is a bit odd in that I didn’t play that many games during my childhood, though I did witness several being played. But perhaps it’s just my perspective since it feels like I know more about games I’ve never physically played.
Now I won’t go on about every game I ever had or every console I had access to. Just talking about some fond memories (that perhaps you’ll share similar feelings with) about games. That and what would lead to Vivid and what I want Vivid to become.
This first one is very deep. I was only born in 1994, but the earliest possible memory I can fathom… is in fact a game! I was over at my cousins with my sister. I want to say I was 3 but there’s no way of knowing. They had the SNES and played Donkey Kong Country 2: Diddy’s Kong Quest and Zelda: a Link to the Past. They were pretty bad with Zelda, didn’t even know how to get pass the entrance blocked by the bush!
(Donkey Kong Country 2 Diddy’s Kong Quest – Rare)
As for DKC2, they must have been playing a used file cause World 5 was accessible. Don’t know how well they did but I only remember them playing the bee hive levels in World 4 and the ghost roller coaster in World 5. What’s really unique about this memory, besides being the first, is that I wouldn’t see this game with my eyes for well over a decade. It was stunning to see it again and play it when I finally could.
My Grandparents had a NES at their home with Super Mario Bros and Super Mario Bros III. Never could beat them but it was fun! Could never get pass the sun though… Then around 2000 or 2001 our uncle gave us his Super Nintendo! It was amazing and would shape my gaming experience forever.
The notable games: Super Mario World, Star Fox, Zelda: a Link to the Past, Super Empire Strikes Back, and Super Star Wars. What’s interesting about this is that I’m a kid who had a childhood in the 2000s but was raised with games like it was the 90s. We’d eventually get a PlayStation 2 with some cool games, then a Wii.
(Super Mario World – Nintendo)
I eventually got a GBA, NDS, cousin and I share a 3DS. I bought a Wii U and have a friend with a N64 (It was cool watching him and his dad beat Ocarina of Time)and XBox games. So there was a lot of stuff to play, but I never got serious with gaming until high school when I decided I wanted to make Indie Games. So some of my favorite franchises that I have fond memories of are very recent. Surprisingly so.
Which brings us to Inspiration numbero uno: Kirby!
Born in 1994, I played my first Kirby game…in 2011! That game was Kirby 64: the Crystal Shards. Besides the fun ability combinations I really liked the tone and nature of the game. The most prominent thing about it though was the music. Never in my life was I so invested in music. There were some songs I liked but could never find anything that I could say I was a fan in. Tried listening to a bunch of 80s music during high school since out of everything it had the most appeal besides some random songs.
(Kirby 64: the Crystal Shards – HAL)
I mention this because after completing Kirby 64 I found myself thinking about the music for a full week. And not just a couple songs; EVERY song. Even some of the random menu music. To this day I have an entire album of music from Kirby games because it never fails to make me happy. It opened me up to video game music in general and I’m always listening to OST’s on YouTube.
I’d go on to play other Kirby titles and have nearly played every Kirby game to date. The most interesting one was Kirby’s Dreamland 3. I say this because it was a very complicated experience. It was 2012, purchased it on the Eshop before Spring Break. We were planning to go on vacation to a beach house for the week. Managed to beat the first world right before we go. Mind you I was playing most of these games for the first time, so finding some of the hidden stuff was rough.
(Kirby’s Dreamland 3 – HAL)
I brought the game with me to play while staying at the beach. After all I live in Oregon and it can get stormy, which it did. The game was frustrating. Wasn’t a huge fan how some of the levels were done and ultimately disliked the game.
…6 months later, I suddenly have music stuck in my head. What is it? Dreamland 3. After thinking about it I decided to play the game again over the weekend. Now that I had already uncovered all the secrets and knew where they were, the game was much faster to complete. Only taking two sessions. Not only that, but it was so much more enjoyable the second time through. This game that I felt negatively towards suddenly had this unique charm to it no other game on the SNES has for me.
I personally think Dreamland 3 has some of the best atmosphere of any game with how it portrays its art and music. It just feels right and like I’m a kid experiencing things for the first time. It also reminded me of my stay at the beach, the thunder storm that happened over one of the nights, and my time with folks. While I don’t think the game itself is great design wise it has left an overall positive impression on me.
(Vivid’s walk cycle is based on Paper Mario’s)
This is the key inspiration to Vivid above all other games. The current art style uses a mixture of Dreamland 3 and Paper Mario; another game I blindly picked up and really enjoyed. You can see that even when Vivid stands still her outlines are slightly redrawn in a crayon pastel. The characters also have a paper border around them both to distinguish them and add to the fact this game is arts n craft themed.
Most of the Kirby series has an influence on Vivid. Besides what was just mentioned, the other two big games are Kirby Super Star and Kirby’s Return to Dreamland. If you were to look at a screenshot of KSS next to Vivid, I don’t think anything else would need to be said. Except that I do plan on using a similar progression system for Vivid. Instead of worlds, there would be several “game modes”. In Vivid’s case these would be individual stories. More details will come at a later date!
(Kirby Super Star – HAL)
KRtD is, dare I say, one of my favorite games. Played it several times, played it only a few months ago and not only does it hold up but there’s practically no blemishes to it. Even with a few deaths here or there (on Extra Mode) it was a smooth sailing ride the whole way. It is a perfect platformer. The challenge stages influenced Vivid’s level design and ranking system. I’d note Super Meat Boy but I’ve never played it myself.
However there is one game in particular that shares a huge amount of inspiration despite never playing “them”. Castlevania! In particular the classic games. I’ve beaten Aria several times over though.
(Castlevania – Konami)
I should note Egoraptor’s Castlevania vs Simon’s Quest video. You can easily look it up on YouTube(Warning: Language) but it did make me think a bit more on the first few games…though I disagree with his last part. The first game made you think and had enemy placement you had to figure out. In addition there were weapon drops that could appear from a random candle so you had to take what you could as you figured out the stage.
This mentality is present in Vivid. Sometimes you need to be a certain color but don’t have access to it or it’s difficult to get to. You need to figure out the stage and take what you can with you as you potentially gain or lose upgrades. Vivid is like a more precision based Castlevania with elements of Kirby (and Mario of course, I don’t think that ever needs to be explained). Even some of her weapons, such as the Ax, are a direct reference to the series. I have plans for one of the stories in Vivid to be a parody of the first Castlevania with Halloween themes.
Donkey Kong Country series, especially 2 and Tropical Freeze gave me great ideas for how to go about mechanics. Though I’d say not as huge inspiration as the others but you can see it throughout my games roots. There was one point where you had animal buddies! Tropical Freeze gave me the idea for the “Color Bounce” mechanic and has made me want to raise the bar when it comes to level design.
The list of influences goes on and on. Should mention Okami, though I never played that game. If anything this game has more influences from Japanese mythology than Okami itself. I can confirm Vivid is half-Japanese, half-British. You can also see some similarities between herself and various characters from other franchises. (Ado/Adeline, Ribon, Chuchu, and Kirby – Kirby series, Rosalina/Paper Mario – Mario series)
(Super Metroid – Nintendo)
There is one last game of significance to Vivid, that being Super Metroid. Actually you could list most 2D Metroid’s on here but most people are familiar with it. While it hasn’t been stated directly yet I do have plans to make some parts of Vivid work in a similar way to Metroid. The mechanics of Vivid lend well to it but I won’t spoil how it’ll work. Just know that it’s very interesting.
Well that wraps things up. Those are the notable games that have influenced Vivid. There are several games that have influenced me that I didn’t mention, like EarthBound, but they don’t really have anything that directly pushed Vivid. In the end I hope to provide a product that has the same qualities as most that were previously mentioned. A fast paced classic Castlevania with Kirby’s charm and polish and Mario’s varied level designs.
Today I will be discussing the core design of my current game making project, Vivid! First, please take a moment to analyze this image.
Keep it in mind, I’ll talk about it in a second. First we need to state what Vivid is actually about. Vivid is a 2D side-scrolling platformer. You move and you jump. But the biggest thing to it is the ability to change Color. Red, yellow, or blue.
What color Vivid currently has control over dictates what she can or can’t interact with. If she’s red, she can touch red objects but can’t touch blue ones. She cannot freely change color either. Instead you must find a way via Colored Blocks and stomping on them while holding jump to turn to that color. Or jumping off Enemies of a particular color.
Now let’s go back to the image knowing all of this. Suddenly the meaning of it changes based on what color she is! If she were red, jumping over the pit of spikes would be a breeze. However if she were to hop on that blue block, there would be very little space to land on. Of course, you could just land on the red blocks to avoid this. Now what about those blue enemies above?
That’s where the next key element of Vivid comes into play; combat. Color not only affects your interactions but your own Weapons. Which one you pull out when you hit attack depends on your color and follow certain patterns.
These weapons are a Red Sword, Yellow Bow, and Blue Ax. Each carries with it a different roll. The bow is long range but horizontal. The ax is good for targets above or below and not much else. The sword is easy to maneuver but short ranged. All of them have specific uses, advantages, and weaknesses. To make things more interesting there’s also SCAB (Same Color Attack Bonus) which inflicts double the damage to enemies with matching colors.
Yet again, looking at the image changes knowing this. Those enemies above you aren’t the best targets for a Red Sword let alone the strictly horizontal Yellow Bow. But that Blue Ax can hit vertically before those enemies try to become a threat, taking them out faster with SCAB. But be careful – SCAB also applies to Vivid!
You have choices to make: will you make platforming easier by being red but have a tougher time taking out the enemies? Or will you make platforming trickier while making the enemies easier to get rid of? There’s also another choice; skip the enemies entirely. There’s no penalty to avoiding confrontation. However you do miss out on another element.
Stars. A collectible you can find floating around. You can also find them hiding inside most Colored Blocks. More importantly you can knock them out of enemies… if you hit them with a weapon that matches or shares a color with them. Even if you did manage to hit those enemies with the sword, you’d gain little in return. That Ax on the other hand would knock out some stars for you to collect.
What are these little things for? They actually have multiple uses that build up over time as you grab them. First they add to your Score which is used to rank you at the end of a level. That leads to better prizes earned if you’re effective at hunting for stars. They also build up a meter on your weapon that quickly Upgrades them. That weapon will do greater damage and have greater effectiveness, such as the Bow being able to shoot multiple arrows in a spread out effect. But like SCAB there is a risk; using an upgraded weapon when damaged will degrade it by a level.
Then there’s Color Boost. It is an energy meter that is fueled by these stars that in turn fuels Power Pins. Like the weapons before, they are restricted to a specific color. Unlike the weapons you have more freedom to them and can equip them to a different color before starting a level.
Perhaps this level is tough, so you’ll make all slots hold a Heal pin. Or you’re trying to get a good time so you’ll use a Speed Pin. Maybe you need multiple pins for different uses or to get you out of a particular section a little easier. Weapons have a specific utility in mind while the Power Pins give the player a way to plan ahead.
Everything that I wrote, every last mechanic that was described here shares a common element. It’s all tied together and relates to one another in that first image. Color. Any action you do in this game is affected by a color you choose to use. You are constantly seeking out other methods to change color to take advantage of the situations presented to you.
I’m low on health, how can I heal? If a Heal Pin is equipped, find a way to change to the color for it to use it. Don’t have enough energy? You could find enemies with the same color to nab some stars. Need more? Go looking around by changing to a blocks color to reach areas you haven’t been to for stars. Trying not to risk damage? Change to a different color from nearby enemies to take less. Can’t? Use that weapon to take out the enemies faster using SCAB.
Whether it be combat, platforming, exploring, surviving, speed running, or puzzles, this game ties it all with color. Synergy is the key to Vivid’s design for you are at all times considering your color. You’ll be tasked with switching between multiple ones to solve puzzles or perhaps limited to only one to access another path.
For the final time, we gaze at the first image introduced. Despite its simple structure there are already several possibilities that could happen in it. The choice for how it plays out being up to the player. They could change red, or change blue. And if the player begins to learn and master the game, they can create whole new solutions. They could turn blue and attack with the ax before landing and changing red!
This is the philosophy my game lives by. The synergy of red, yellow, and blue.
(4th art change, a smaller Vivid was born)
Vivid has gone under so many changes that it makes me dizzy. Around February of 2016 was when both the art and game play would change for the better. At least a little. For the first couple of months Vivid was very tiny, and it was off-putting. I don’t recall why I didn’t make the changes immediately but I would end up making Vivid’s sprite bigger over time.
The art direction was becoming a mix of Kirby’s Dreamland 3 and Paper Mario. What to draw and make levels based on was more challenging. I had no plans on making a complex story, just wanted a simple game where you went from point A to point B. So the worlds were going to be your standard Grass World, Water World, etc.
As I continued renewing the physics and experimenting with mechanics I began thinking about how to approach art. At one point it was going to all be paper. There would be levels that were literally taped or stapled together. I tried color crayons scribbled on paper, colored construction paper, paints. It was very messy and remade over and over again.
The most interesting take happened at the end of 2016 where I did an entirely new approach. Instead of using tiles that were placed accordingly, I’d make entire backgrounds that were made specifically for a level. It was very exciting to do and made the game stand out.
(Levels were a single background instead of tiles)
However there came many problems, some of which had I been more knowledgeable at the time and risky I could have approached differently. For one, all these backgrounds made for just a few levels weighed down on memory, causing the game to take longer and longer to load when I had to process it. I assumed it was because my laptop wasn’t powerful but later on I’d learn Game Maker: Studio naturally did this.
I was also cautious when it came to optimization, and still am. Many programmers say not to worry too much and put in what you want. Optimize later. It’s not so much I worry as it’s that I want to consider those with lower spec computers. I want my games to be available to as many people as possible. That’s why when I began understanding how graphics were done I was very nervous about doing this art method for an entire game.
But the absolute biggest reason was because it was exhausting to make them. It took weeks of dedication to make just a few. Each one progressively wore me out and I felt they got lower in quality as it went on. I imagine if I had a more solid plan it wouldn’t have tired me as much. It was a good lesson.
The final reason was simply due to the fact I limited the levels so they all had certain dimensions. Some levels were a single screen. Others were two screen lengths. Some were two wide and three tall. I was trying to space them to fit on Texture Pages, which for the non-programmers is where all the images are stored and drawn from. Sometimes you need multiple pages to draw stuff and using multiple ones is expensive. So having a game with entire levels made of multiple backgrounds gets a little frantic.
Ultimately I went away from this method and back to tiles. But if I were able to do a better job at managing in the future perhaps this style could be tried again. I am hoping to utilize it to some degree in the final product.
(New tile designs with tilted view to give depth)
Instead I went with a more Kirby Super Star Style design. Now instead of looking flat, everything was made to look like it was drawn from a tilted angle. The floor could be seen giving a 3D effect while 2D. It is this look that Vivid has stayed with thus far.
Mechanically the game evolved to be faster. The previous design was large levels to explore and collect. This new one had shorter levels with a speed running mentality. You were on a very generous time limit to quickly go through a linear level. Collecting stars, defeating enemies, finding the fastest route for the best rank. The game took huge cues from Super Meat Boy and Kirby’s Return to Dreamland Challenge Rooms.
(Super Meat Boy – Team Meat)
This design overall felt right. I had various friends try it out and it worked extremely well. Vivid has retained many of these ideas.
However the big problem was theme and story. Levels could be anything and for all you knew you’d end up in a clock tower after leaving a canyon. And the story didn’t have room to grow or develop in short stages which made it less interesting. It definitely could have worked fine as it was. After all I wanted a simple story with point A to point B design. But the more I thought about it, the more I thought about the previous open level design.
Thinking heavily about how to approach story and design, I found a solution. A mix of both. Levels would be made of rooms, which could be straight forward or open or lead to other rooms. This is the mentality the game now uses to shape its levels. Allows for flexibility in design and room for story segments if needed without disturbing the flow of the game.
I’d end up redoing enemies and Vivid in a completely fresh coat of paint several times due to all these changes. That’s something that happens to most people; you have something for a while and feel the need to change it or refurbish.
Besides all the art changes and design alterations the physics didn’t change too much. Only compensating for Vivid’s size. More mechanics would be introduced and tested before becoming core elements of the game. Like the weapon upgrade system.
The absolute biggest and latest change to Vivid’s design was how the Color Block mechanic worked. For over two years you had two buttons that allowed Vivid to swap colors at almost any time. It allowed for a lot of freedom and you could take control of a situation at any moment. Which is why I took it away!
To get into the mechanics of Vivid is something for another Blog. So next time, I’ll begin talking about the design philosophy of Vivid as a whole. It took years to fully realize it and I’m excited to write about it in detail!
(At least 4 iterations of Vivid thus far)
It’s so interesting to see the evolution this game has gone under. In truth I feel a lot of the ideas and even prototypes of Vivid could work as separate games just fine had I continued in that direction. But I wanted to make the game as clean and polished as possible. Some of the original ideas were also very…miss.
The original art direction was so terrible. In truth I wanted to do a marker style to support the color theme and for the colorless areas there would be a minimalist theme. As you explored, the color and art would return. The problem with mixing styles is that they clash. That and sometimes I honestly don’t have a clue what I’m doing with art. It was around this time I was still grasping at straws to understand what my style was.(Yes, I was that moron who used the bavel feature incorrectly)
(Top- Colorless Level, Bottom- Level Restored)
My nature for creating a lot of things is sporadic I feel. I just throw whatever I can muster and see what works. Now that sounds bad and isn’t very organized but to me I’d rather have some failures and a rough time than having a clean time without mistake. There’s a more genuine feel to what you have. I suppose that’s similar to the whole idea that artists who suffer make great art, but I don’t suffer. I just have a complex relationship with it is the best explanation. Which is perhaps why I feel so happy with the current design.
So I just sat with the art for a while and see if I could make up something better in the future. In the meantime I tried thinking up more mechanics. The most interesting one during the first months was “Wolf Mode”. Vivid could transform into a wolf when she had enough color. With it came interesting advantages. Like climbing up walls, shooting energy beams, and being able to touch all the colored blocks.
(Vivid running up the wall in Wolf Mode)
I tried designing around this feature where you’d start a level with no color collected. Collecting more filled a meter that fueled the Wolf Mode. To activate it you’d need to have the meter fill up to a certain threshold which got lower and lower as you restored more of the level. The meter would slowly fill up naturally too. So the game was dependent on you exploring and collecting all the color to proceed, gaining you better abilities as you went on. A lot of these elements are still present.
However the transformation felt limiting in one way. Constantly designing levels around having to find a certain amount of color before doing this or that. So it always felt the same in a sense. It just felt repetitive to me. Plus if you ran out on Wolf Mode during a bad time, it meant waiting. I’d eventually get rid of Wolf Mode completely and add a new character named Spirit, who’ll I’ll talk about in another Blog.
I think out of all the ideas though my favorite was the colorless world being transformed back. When making Vivid I didn’t know how big it was going to be. I thought it would be a couple of levels with a bare minimum plot, point A to point B. So the idea of having the terrain change as you explored felt overly ambitious at the time. Instead it was all cosmetic and very simple. But what I loved about it the most was how it all changed based on a percentage of what you collected. Then certain powers and elements would be granted to you as you made progress. If more work was done with this, it could easily be a game of its own. However that didn’t happen to Vivid. Perhaps another time another game.
(2nd art change, along with varied weapons)
The absolutely biggest difference between Vivid now and then is the combat. Originally all she had was a simple short range magic attack. It would hit anything directly in front and was very limited. While transformed into a wolf she’d launch the spell, turning it into a projectile. It eventually became a sword to signify what it was better.
I’d end up redoing the art style which I stuck with for a couple of months. It was very, rough. I think out of all her designs this one was my least favorite that I did. It was made to help signify what color she was, and I gave her a sword animation to somewhat shake up the combat. It was still very much the same game but with a new coat of paint…though wolf mode changed. Mechanically the same but she kept her normal form while emitting energy. The wolf she originally became ended up becoming a separate character who’d eventually be playable… and also, my attempts to make a new wolf form looked ugly to say the least.
One day, a friend pointed out to me why doesn’t she have different attacks or effects based on her color. I hadn’t really considered it since I was trying to make the game relatively simple. But I began thinking about the possibilities. It was too good to turn down, and it was the stepping stone between the initial design and the Vivid we’d get later on.
I forget exactly what all the concepts for the weapons were or how I came to a decision for which one was which. But I ended up having a Sword, Bow & Arrow, and Pick-Ax. In doing this I also realized the wolf character, Spirit, if she were to be playable would need to follow suit. That was very, VERY interesting to design. Again, I’ll talk about her in a later blog because there is so much to talk about with those decisions.
So now with that in mind, the game changed a third time. Now having a better understanding of art, I tried the Yoshi’s Island style. I was relatively pleased with it and kept experimenting. Getting rid of the colorless world idea was ultimately for the best since now I didn’t have to worry about clashing styles and the player was always gazing at colorful graphics.
(3rd art change, Vivid loses color due to story reasons)
So many different details that were removed or changed as the game evolved, it’s hard to count. Originally there were checkpoints you could break like in Shovel Knight to get items. There was a weird grab mechanic that let Vivid telepathically lift and throw objects. There were “Animal Friends” you could find that gave special abilities like double jump that would be needed in certain areas. I had a colored butterfly that switch colors as the reason Vivid could do all this. I’d given up for two months. List goes on.
A lot of those ideas weren’t bad in particular but the game evolved and didn’t need some of them. The game overall for the first year had the mentality of needing to collect color or explore to progress. The reasoning for it when the third change happened didn’t make much sense since the colorless world idea went away. Not to mention, I began feeling the freedom of the levels was not very intuitive nor particularly the best use for her abilities. She wasn’t particularly fast unless you swapped characters making backtracking a hassle at times.
I reevaluated my design to be more straight forward. I decided to make shorter and more linear levels with a higher focus on the mechanics. Now the game felt more focused which allowed me to think of new ideas within the restrictions. The need for a art change happened as a result since the character would need more room to roam around. That’s how Vivid ended up becoming a short child.
(Younger Vivid design originated around 2nd art change)
Most of what’s been summed up is how Vivid got to where she is. That was all of 2015 in a nutshell. Next Blog I’ll talk about 2016 and how Vivid took on a more Super Meat Boy style of game play along with many other elements being introduced.
So I’m going to attempt and start a blog series about the development of my game, Vivid. It was around the last few days of December 2014 that I began thinking up ideas for the game. I’m always thinking up new ideas, putting them on paper then seeing if anything comes from it. I wasn’t sure what game I wanted. All I knew is that it was going to be a relatively simple platformer since that’s my strong suit.
At first I wanted a Megaman type game, a simple run and gun. But I’m not the type of developer who simply wants to make this or that. Exploring new ideas and concepts is what I strive for in my design. So I needed to think of a new concept for players to play with inside the game.
(Kirby Triple Deluxe – Hal)
The first idea was that there would be multiple backgrounds. Ever played Donkey Kong Country Returns or Kirby Triple Deluxe? In those games there were parts of the level you could see in the background and eventually reach or swap between. My idea was that you’d have layers the player could swap between while playing. This gave a pseudo 3D element. I went further with the concept by making it so there were 3 backgrounds; red, yellow, and blue. That’s when the game really began to take shape.
While doing research for similar games, Way Forward’s the Mighty Switch Force popped up. It also has a similar switch mechanic but instead used blocks. There were only two types the blocks could be. That being transparent or solid. When thinking about how the levels could play out, I thought perhaps using different colored blocks instead of backgrounds might make designing a little easier. So now we have a run and gun type game with an ability to switch between 3 colors.
(Mighty Switch Force – Way Forward)
But one problem I realized with this design was that it’s simply the Mighty Switch Force with 3 blocks to change between. And if players were to freely swap between these blocks, the design would rarely need there to be 3 kinds to get the job done. To solve this issue, I approached the blocks with a different mentality. Instead of needing to jump off or on them…what if you wanted to touch these blocks? So I made it when you touched them, you were rewarded with a collectible.
This helped shape both the game play and story for what would become Vivid. Since you were touching colored blocks and changing between them, many ideas about who the character would be appeared. I thought it would be fitting if the collectible was color itself and that it was used to return a colorless world to normal. A similar game with this theme of reclaiming a lifeless land was Okami. So I eventually made a goddess with wolf features in reference so Amaterasu.
(Vivid Radiance Initial Design)
This was the initial design of Vivid after some doodles on paper. This is quite different from the current design in several ways. This being her official design:
(Official Design of Vivid)
I’d eventually make a prototype that took a few weeks to work out, learning how to make the block changing work correctly took some fiddling around along with the platforming. And after that, for the next 2 years I’d experiment with different ideas before settling with what I have now. It’s honestly a little embarrassing both how long it took and how simple some of decisions were before I felt it was a true fit.
I’ll discuss those in the next Blog – the Many Forms of Vivid!
Just putting up this short blog to state who I am and what I’m doing. I’m a wannabe game creator whose been failing at making games for over 5 years. Okay, well that’s being negative, and while I haven’t made anything successful, I have had a lot of fun.
Through those failures I’ve learned a lot about game design, art, and production. For the most part its just been me at the wheel but I’ve made plenty of friends who’ve tested my nutty games and given advice. And I’m hoping to make more with better games in the future.
My current project at this time is called “Vivid!“, and have been working on it for nearly 3 years at this point. It’s a 2D platformer about using color to attack, platform or solve puzzles. It’s gone through quite the journey but I’ve been pretty satisfied with it thus far. If you’re interested, I’m pretty sure I’ll have the recent demo up soon once its been tested by some friends for bugs!