Robot 505 [DEVLOG] - WIP

Show us your works in progress and request feedback

Post » Thu Jun 11, 2015 5:04 am

Hi, found your thread! I'm that commenter on the Arcade from a while ago. Can't believe I missed a 10-page devlog like yours - I must have been away from Scirra for too long.

I really appreciate the varied level designs you're opting for. Elevators, springs, indoor-outdoor zones, and from the looks of it, extremely kickass bosses and minibosses. Your project is an awesome source of inspiration! I'll have a lot to learn from it once I get back to my own game project.

Many people have said it, but your art style really is fantastic, and also very consistent. I furrowed my eyebrows when I saw your first rendition of The Maker, but then your next post came and you totally nailed it back. It's looking as good as ever.

Best of luck! The new miniboss looks terrific as well.
B
28
S
5
G
7
Posts: 73
Reputation: 5,853

Post » Fri Jun 12, 2015 1:20 am

Thanks for the kind words @Nixel It's great to hear that my project is a source of inspiration. That alone makes it all worth it :)
Image Image Image
B
60
S
19
G
5
Posts: 325
Reputation: 7,379

Post » Wed Jun 17, 2015 8:46 pm

Robot 505 Demo Update v0.1.505a

I'm a little late, but a new demo is available to play! 3 levels and a Boss Level – along with the mini boss (on level 1). Made some changes, optimized enemy spawning, fixed a bunch of minor issues.

Updates & Changes

  • Level 2 has become level 1
  • Level 1 has become level 2
  • Level 3 is... Well... Level 3
  • 4th Level is the main boss level.
  • I removed the fall death on the player. Jump or Fall from where ever you like. :)
  • Spikes still kill
  • Crushers (still kill) and are working perfectly as expected. They can be a bit more forgiving since I added a close call function to them. When you have a speed boost or in the thick of battle the crushers wont be as nasty.. They do still kill you on the downward crusher contact.
  • WASD and updated Keyboard controls. - Many issues due to the keyboard configuration. I don't get it, cause I typically play with a gamepad. (which greatly improves game play) But I made adjustments based on feedback and testing.
  • Quantum CPU Minin Boss : added to level 1.
  • Shape shifting crates have NOT been implemented yet. Still testing them out.
  • Potential Hover Ability – NOT added due to fall death removal

I also added Leader Board functionality.

If you want to be ranked for high scores head over to the Scirra Arcade and play Robot 505 : http://bit.ly/1L0huV8

Downloads for the Robot 505 Demo : http://bit.ly/1F4noDY

I still have to bang out a bunch of story and promo art along with adding some cinematics to the mini boss and main boss levels.

Updated Controls :
Image

More to come, and as always feedback is welcome and have fun!
Image Image Image
B
60
S
19
G
5
Posts: 325
Reputation: 7,379

Post » Thu Jun 18, 2015 4:55 pm

OK.... I'm going to find time this evening to check this out! It's looking good!
B
62
S
15
G
57
Posts: 2,138
Reputation: 36,848

Post » Thu Jun 18, 2015 6:43 pm

I'll test this new version soon... and I have to found all the secret places @facecjf
Image Image
B
16
S
8
G
103
Posts: 857
Reputation: 53,623

Post » Thu Jun 18, 2015 9:38 pm

The boss spawn so much enemies... great job! that's really fun... nice design, cool secret places, balanced difficulty..
Image Image
B
16
S
8
G
103
Posts: 857
Reputation: 53,623

Post » Wed Jun 24, 2015 4:45 pm

Robot 505 Demo Update v0.1.7a

Image

12 Major bug fixes in this update. And 1 Added function.

Bug Fixes :

  • Fixed inverse image effect on start for Quantum CPU
  • Fixed 1st Level elevator return – A 3 tier elevator would not return when player was positioned at bottom
  • Fixed Jump & Speed boost issue on death. Speed and Jump boosts are now removed on death.
  • Fixed Jump Pad - double jump bug. In some cases, on landing after a jump on jump pad, jump increase, some times stayed applied to player.
  • Fixed Grenade 0 ammo Bug – When Grenade launcher was collected but out of ammo selecting through weapons would allow for a single grenade shot.
  • Fixed Holo-Spawn next level bug – If a Holo-Spawn was dropped and you advanced to next level. Holo-Spawn would show on initial level entry. Also prevented spawn drop.
  • Fixed Main Boss Defeated Bug – After beating boss – exit remained closed. Now opens.
  • Fixed Boss Defeat score board bug – Score board didn't reflect that round was complete. Stated Level 1 was.
  • Fixed “Can't Kill” Quantum CPU bug – Sometimes the QCPU wouldn't die when HP < 0
  • Fixed Holo-Spawn if door closed for mini boos and spawn point was out side of that area, player could not re-enter mini boss area
  • Fixed “Level Item” HUD image – now shows item collected.
  • Fixed Level overlap / Exit Elevator bug – if player was overlapping the level and pressed down on exit elevator – player could get stuck and not exit level.

Added :
  • Added elevator control. If the player is moving up or down up you can press the opposite direction to change elevator direction instantly. Used to have to wait.

Scirra Arcade & Leader Board :

If you want to be ranked for high scores head over to the Scirra Arcade and play Robot 505

PLAY : http://bit.ly/1L0huV8

Downloads for the Robot 505 Demo :

LINKS : http://bit.ly/1F4noDY
Image Image Image
B
60
S
19
G
5
Posts: 325
Reputation: 7,379

Post » Sun Jul 12, 2015 2:42 pm

Robot 505 – Devlog Update 7-12-15

It's been awhile since my last post. The game is still being actively worked on, but my time to post has been limited. (work requests, part time job, etc...) I have been working hard on refining the demo. Smoothing out any minor issues, optimizing, small additions, and the final bits I have been putting off.

Minimap Added:

On major update is the addition of a minimap. The minimap helps a bunch with gameplay navigation, for it gives the player a bit more to view of the level area. At the moment it's just a map, and lets you know your placement. It can be turned on and off during gameplay by pressing “M” on the keyboard.

Image

This thread helped me immensely : https://www.scirra.com/forum/viewtopic.php?t=98065&p=949623#p949623

The minimap is pretty simple in terms of usage and execution. I exported my level tilemaps via Tiled as images. I then recolored and scaled them onto a sprite strip in Photoshop. Level tilemaps are 6016 x 6016 and the scaling of the minimap is 16X smaller. (376x376) Each level of the game corresponds to a specific frame of the minimap sprite animation. I'm pleased with the results.. It's pretty lightweight and efficient for it's purpose. :)

Image


Story Art & Functions:

I put off the story and story art due to changes in direction of the game since day one. I didn't want to have to re-create story elements as the game evolved. With that said the game is at the point where the story and gameplay are pretty well set. I had been mulling over ideas for the story all along, and recently created the story board to help aid with the layout and structure of the story.

Image

I haven't put the actual story text into the demo as of yet. I'm holding off for the “Official Demo Release” which I plan to have done within the next 20-30 days. Though, most of the artwork and layout of the story is in place. (aside from some fun animations :) )

Image

Image

Image

Keyboard Control:

I'm severely struggling in this department. The biggest gripe from users is controls. I recently updated keyboard controls to WASD and moved the action keys to the opposite side of the keyboard “N,J,K, and L” to help with this... but it seems it's still an issue. I don't play a lot of games with my keyboard, aside from EVE or like first person shooters where WASD and a mouse are key. I developed the game with a controller in mind. It's just way easier considering I wanted the game to feel like an old retro console game.

My only other option is, implementing configurable keyboard controls... Accessible from the start / options screen. I am taking any feedback in this department. If there is a better setup for keyboard controls – I'm all ears.

In other news :

I was recently approached by Mozilla about bringing Robot 505 to their Firefox desktop app marketplace. Seems the people over at Mozilla really dig Robot 505, which is awesome! It's a neat opportunity to see what kind of traction the game will get when placed on a marketplace with 300+ million users. I'm a tad excited and overwhelmed – for it means I actually have to finish the game ;) Considering this is my first real game that people actually play... The pressure is on. Plus it's given me an added boost of motivation, along with helping me decide on the things in game I was unsure about. What stays, what's a good feature, and what could be added to increase gamer experience.

That's it for now. Stay tuned for their will many updates to follow as I nail down the Official Demo Release.
Image Image Image
B
60
S
19
G
5
Posts: 325
Reputation: 7,379

Post » Sun Jul 12, 2015 5:40 pm

woooaa!! some nice stuff here :D
I enjoyed the details and especially simplicity and presence with the animations in story screens
B
123
S
19
G
18
Posts: 494
Reputation: 22,524

Post » Sun Jul 12, 2015 5:53 pm

facecjf wrote:I was recently approached by Mozilla about bringing Robot 505 to their Firefox desktop app marketplace. Seems the people over at Mozilla really dig Robot 505, which is awesome! It's a neat opportunity to see what kind of traction the game will get when placed on a marketplace with 300+ million users. I'm a tad excited and overwhelmed – for it means I actually have to finish the game ;)


This is awesome - you've been busy!!
B
62
S
15
G
57
Posts: 2,138
Reputation: 36,848

PreviousNext

Return to Works in Progress/Feedback Requests

Who is online

Users browsing this forum: No registered users and 4 guests