Saturday, 2 November 2019

[DOT] New Shadow System

I've added some additional visual flourishes to DOT Debug

I realised that by tweaking my procedural tiling system, I could easily get the game to add shadows to walls.

Looks quite neat if i don't say so myself.

Early builds of the game I used hand placed tiles, which looked neat, but was such a maintenance nightmare whenever I wanted to modify the level layout. plus it added a lot of overhead for new levels. Moving to a procedural tile system is so much better

Basically, when a level starts, a 2d structure is created, which stores which objects exist at what 32x32 square of the map. That 2D structure is essentially the level. indicating free spaces, walls and error tiles. (since the game is gridbased, this works perfectly).

Then the tiling system goes into place for every point of the level, it decides what to put there. if it's blank space, it puts a floor tile which varies depending on the level. if it's a wall, a black tile is placed. and if it's a error tile a red tile is placed.

if it's a blank space, with a wall above, or to the left, then it places a shadow tile.

Here's some updated screenshots

Thursday, 26 September 2019

Friday, 26 April 2019

[SPEE] The End is Coming

Hello everyone, hope you had a good new year.

It's a decent way into 2019 now, and well, it's been a long journey. 

It feels like just yesterday when I started SPEE.... it was during my first year university break. Years ago I had worked on a Pok√©mon fangame called "Pokemon Illusion", and was starting to get the itch to create another one. 

The game went though a lot of early iterations. From being about humans hunting glitchy pokemon, to considering gen4 graphics, then using gen3 graphics, then downgrading to gen2 graphics. 

One thing which set the direction firmly was how I'd always been fascinated by the idea of an Eevee which could switch evolutions, almost like a digimon... 
(Later I found out that the Pokemon Manga had this very concept!)

I managed to implement the eeveelution system, and started tilting the game to be focused around it. the concept started evolving to be more like "remix" of the 2nd gen games (my favourite ones). Breaking the 4th wall was a bit of a revelation to the story, because it allowed me to raise the stakes in a way that the official games couldn't. 

The game started taking same, it actually started becoming fun, I added the first gym, and made a thread on, where I released by first demo.

Anyway, that was back in 2010.

Now I've finally added the 8th and final gym. 

Wow, it's been literally 9 years of development so farIt feels surreal. 
I can see the finish line in sight. The only thing remaining is victory road and the final hypervisor battles. That means it's only 1-2 more update to go.

I can't believe I've made it this far. I've super proud of what i've accomplished in this game. It's everything I always wanted it to be. The game has been evolved and iterated a lot.... 

In this time I finished university, I got a software development job, I lost a lot of my free time.... and as much as I like working on the game, it was sometimes tough to stay motivated, especially during the middle years. 

I took breaks. I started other game projects that are in different states of development....
but I never gave up on SPEE because of all the love and effort I poured into it, and because of how much dedicated fans there.

So, thank you, to everybody who has supported the game, and I hope you continue enjoying the journey, and I also hope you continue following my other game projects after SPEE!

Also; here's some new screenshots of the upcoming update.

Wednesday, 12 September 2018

[SPEE] 0.8 Patch 1

Hello everybody! Hope you enjoyed the update.
It's been really satisfying getting VOIDWALKER released, the feedback has been good, and a few bugs were reported. 

Necro's domain was been a long time coming, and very, very, old fans of the game might rememeber that Necro was originally the first hypervisor.

Now that only Zero remains, the game can enter it's final act. I'm quite excited to take the story to it's conclusion. I have some interesting stuff planned.

As a very rough estimate, the game is around 80% complete, and it should only take 2 big updates.

Also, a New Patch is available which will fix a few bugs (such as re-entering void, absol and battle tower)

There's also a new Mystery Gift too. 

It contains a Spore Guard which gives 75% resistance to Poison, Sleep and Paralysis.

0.81 : Patch 1  (700kb)
(You can use the launcher to download the patch)

[misc] Can now re-enter the VOID
[misc] Price Adjustment for Prize Zone pokemon
[misc] Expanded Oaks dialog options

[bug] Absol bug fixed
[bug] Battle Zone fixed + extra floor added
[bug] Exiting Void will disable weather effect
[bug] Fixed extra objects in Ice Gym
[bug] Fixed Mushroom Quest reward
[bug] Fixed Silk Dress reward
[bug] Fixed with no sprite when first entering pokedex

Monday, 10 September 2018

[SPEE] 0.8 NOW Available

Hello everybody, I'm happy to announce that version 0.8 VOIDWALKER is finally available.

(Download directly from link, or use Launcher)

Patch Notes


[story] Enter Void - CHAPTER 7
[side] Void Phantom Quest
[side] Dead Tombstone Quest
[misc] Spaceworld Beta Pokemon
[misc] Dead Drop (1)

[poke] Tomb of the Ice King (Summon)  
[poke] Aerodactyl Available 
[poke] Absol Available 
[poke] Starmie/Cloyster Available 
[bug] Fixed bug with Underground Labs containment cell locks
[bug] Fixed Ninja Kid bugs
[bug] Fixed Glalie Typing
[bug] Fixed Pryce badge
[bug] Fixed Fracure Islands night tiles
[bug] Fixed Map position bugs
[bug] Fixed Bugzy
[bug] Fixed Ice Sliding +- eevee can't interfeer anymore
[bug] Fixed Blastoise Storage bug
[bug] Fixed Ferreus Town house price glitch
[bug] Fixed dissapearing lionheart glitch
[bug] Fixed glitch with Zero encounter when you have an empty slot on team
[bug] Fixed Elixir refining
[bug] Fixed Last Miner Trophy description
[bug] Fixed missing Crystal tips
[bug] Fixed Bagon evolution
[bug] Fixed Ice TM Refining descriptions
[bug] Fixed Terra Lift, Nightmare and Ice Claw
[bug] Fixed Mart special glitch
[bug] Fixed missing floor in Battle Zone
[bug] Fixed Gaurd typo 

[misc] Vanish_23 now has less HP
[misc] Zero's fight is now harder
[misc] Geosigma's domain difficulty modified
[misc] Mors Village backstory updated
[misc] Trainers added to Ember Woods
[misc] Quistis Ferry slighty expanded
[misc] Chuck Gym Redesigned
[misc] Pryce Gym Redesigned
[misc] Added missing sidequests to trophy log
[misc] Refine Menu now has a small guide
[misc] Battle Tower reward now respawns (random rare item each time)

[misc] Various musical changes to hypervisor death scenes
[misc] Certain songs will now loop properly instead of fading out
[misc] Upgraded Rival Music to MP3 Quality
[misc] Surfing Music updated 

[misc] Recharge functionality modified

[misc] Launcher now has Compatibility Mode option for people who get audio related issues
(Downgrades MP3s to Midis)

Thursday, 6 September 2018

[SPEE] 0.8 VOIDWALKER Coming Soon

I am very happy to announce the release date of the next update:

(Releases: 9/9/2018)

You'll have to enter The VOID, domain of Necro, the 4th hypervisor.
It's a 7 floor labyrinth, a very bizarre place of deleted data.

Hope you guys will enjoy it :)