We’ve been quiet recently, but we’ve been hard at work on Overclocked. The tutorial stages are functionally complete and pretty fun to play through (and have some pretty difficult bonus objectives for those of you with a penchant for completionism).
We’ve also put a lot of work into UI improvements, to make sure that the game is clearly understood, even at this early stage.
Other work we’ve done recently includes cutscene functionality, a whackload of dialogue, character design, plot design, and more work completing Amber’s spritesheet (she has a lot of art).
The plan for the plot is to keep spoilers posted here to a minimum so that you can experience them properly as you play through the game. We will be posting teasers of gameplay as always, however. Look forward to seeing new enemies, stages, and gameplay footage soon!
That’s all for today. See you soon,
Over the past few days we’ve been working on a ton of things, so many that I couldn’t think of a good way to truly express what was going on through mere images or gifs.
We’ve been designing levels, fixing bugs, adding polish features, and writing dialogue, to name a few. Instead of trying to walk you through each and every feature, why don’t I just show you?
We’re hoping to turn teasers into a more frequent occurrence as Overclocked’s development continues. They’re a really fun way to show off the game in its best light, and they give a better idea of just how the game is going to play.
Let us know what you think! We’ll be working more on levels and proper artwork in the coming days, so look forward to that.
See you then,
Over the past couple of days I’ve been hard at work putting together some user interface components to tie the game together. I’ve added a bunch of things, many of which won’t be shown off until we make an actual video (some day soon!). For reference, though, here’s what’s been done:
- Pause menu
- Proper returning to menu (with contextual location based on where you’re coming back from)
- Level start procedure (Opening dialogue, stage start indicator)
- Level end procedure (Badges, restarting, etc)
- Proper player death
- Room transitions
On top of this, we’ve made a number of miscellaneous fixes to problems you didn’t even know existed. That way, you can keep on believing that we’re absolutely perfect.
Obviously, the art for the pause menu is non-existent, but like all UI elements in the game, that will come in time. For now, all that matters is that it works.
Next up is, believe it or not, actual game mechanics code and the start of content creation. It’s an exciting time to be one of two people working on this game. Look forward to story progress soon!
See you then,
Fairly big update today, not necessarily in terms of post length, but in terms of what we’ve accomplished. I spent all weekend (and more) slaving over the conversation system, trying to get it working in a clean and easy to use way. You can see the end result below, and I dare say I’m quite happy with it.
Obviously, all art assets to do with the conversation system are temporary as we work our way down the art pipeline. The system that I’ve developed allows for text of any colour, special text effects (you can see a screen shake on certain words, as well as long pauses), and any number of concurrent characters in the conversation. Our hope is that this allows for some really lively and rich dialogue, even without voice acting.
As I mentioned in the previous post, all of the dialogue is loaded from a file. We can support any latin-based language, which is a really nice feeling. Whether or not Overclocked gets localized into other languages will depend on a bunch of factors later on in development, but for now it’s good to have the chance.
We also worked on some miscellaneous effects for Amber. You can now see exactly when your dash recharges, when your double jumps return, and exactly where you got hit on the death freeze. There’s also some cool new artwork to look forward to soon. Amber’s art suite is coming close to being done!
Lastly, I spent some time developing a screen transition to swap between rooms. There may end up being more than one of these, but for now it lets me properly pace the opening and closing sequences of each level.
That’s all for today! Next up is proper stage starting and ending, some HUD changes, and hopefully the beginning of some actual game content!
See you then,
Over the past couple of days I’ve been crazy hard at work developing a proper conversation system for Overclocked. I don’t have a Gif to show you right now to demonstrate the system in its full glory, but don’t worry, it’s coming.
My goal for this game was to create a system that was not only flexible and easy to add to, but would also support multiple languages in the event that we ever wanted to localize the game to other languages.
What I’ve done is created a custom file format in which we can define specific “conversations”. These can be named anything, but can also be named under the convention “eX_sY_Z” to be automatically caught by the story mode controller as it searches for the proper conversation for a specific place in the story.
This makes it really easy for us to add conversations, and the only thing we need to do to replace the dialogue with, say, Spanish, is to change the language specified in the game settings.
Portrait art ripped straight from The Vigilante.
What comes out on the other side is a polished conversation system supporting any number of characters communicating in any form. We’ve got support for different portraits, and will be adding support for text effects soon.
This really is the most elaborate conversation system I’ve ever created, and I think the result will definitely speak for itself. Look forward to seeing that soon!
That’s all for now. Until next time,
Today we spent time working on improving the stage selection interface. We’ve made huge strides already, and we’re not even close to finished!
We also worked more on death (which will not be shown until fully complete!) and some miscellaneous polish elements.
To highlight the elements of this stage selection:
The top bar contains the episode name, number, and description. Stages are grouped into episodes based on which story or sub-story they are connected to.
The bottom bar on the right contains the stage name and description. The left side contains the requirement for the “perfect” badge that you can get on each level.
Inside the box is a “map” containing all unlocked levels. Levels are colour-coded based on their episode, and have an icon inside for the level type (eg: Race, survival, get to the finish).
That’s all for today! Look forward to tomorrow or the day after when we show off progress on the conversation system.
Over the past few days we’ve been having some very deep, meaningful, and heated discussions in order to hammer out the details on Overclocked’s story mode. I’ve talked a bit about story mode in the past, and you’ll have to wait a bit longer for the true and honest details, but at this point we’ve got a lot of the specifics figured out, which has allowed us to make progression.
What we’ve been working on recently is starting the main menu and the level select interface, as well as finishing up the player’s death sequence and attack art.
What I’ve been working on today is what you can see below: the crude and downright nauseating start to the level interface.
The level interface is part of the main menu, a fully playable game area in which you’ll be able to chat with some key characters, view game statistics, choose story levels, and play the other game modes (and maybe some secrets eh eh?). The level interface operates via a series of linear stages.
These stages can be one of a number of different types, be they races, surviving a series of waves, or getting to the end of a particularly challenging map. Each stage offers a “perfect” condition that will earn you a badge. Get enough badges and… well… I guess you’ll find out.
Obviously, what you see right now is a very basic start. I promise it’ll look much nicer when it’s done, but that will come in time!
That’s all for today. See you soon!