Trippy the Cat Dev Diary #6

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Trippy the Cat 6
Introduction: This post is the sixth part of a series we’re running. We always wanted to give developers a chance to showcase their games even before they are finished. This should help developers build a fanbase and also get valuable feedback from their audience.

Trippy the Cat Dev Diary will show you all the hard work that goes into developing a hilarious platform game.

If you want to know more about Thomas Evans or read the whole story, go here: first, second, third, fourth and fifth part.

Off to Thomas now!

[Game Progress of Trippy the Cat]

A new tile set for the second world of the game. Not properly implemented into the game yet.

A new tile set for the second world. Not properly implemented into the game yet.

So there was a bit of a hiatus (…a two month hiatus…) on the development of Trippy The Cat, due to end of year exams, a previous commitment to finishing a series of animations plus a few other things, but I’m back now!

You can play the latest build by clicking here. (It’ll start on the second level)

You might notice the game is now letterboxed, this is due to some problems with gaps between tiles – let me know if you see any gaps. I’ll figure it out properly when I get it running on my OUYA (which is coming very soon!)

At the circled point, the player can either go up or down - I wanted to try having some choice in the level design. I'm not sure if it was especially successful, and in retrospect is unnecessary. I might stick to linear paths for now.

At the circled point, the player can either go up or down – I wanted to try having some choice in the level design. I’m not sure if it was especially successful, and in retrospect is unnecessary. I might stick to linear paths for now.

I’m not entirely happy with the amount of progress I’ve made in the past couple weeks – I think that there was a disproportionate amount of time put in for the results that were produced. There are now three playable levels, but I’m not sure if I like the third one (pictured).

Bats took about three goes to implement, and still aren’t quite working properly (animation glitches and weird movements in some situations) and quite frankly aren’t that fun in the way that I’ve used them. I tried to play into Trippy’s weaknesses by having them swoop down and knock him into the ground from midair, but right now it’s not quite satisfying or straightforward enough to deal with them. Dealing with any more than one bat feels like being mobbed by a flock of angry crows.

The bat divebombs into action! It'll smash you out of the air and kill you if you're on the ground. Still might need some tweaking I think.

The bat divebombs into action! It’ll smash you out of the air and kill you if you’re on the ground. Still might need some tweaking I think.

I’ll think of something, and in the meantime I have plenty of more interesting enemies to make. It may just be a matter of applying the golden rule of everything, KISS (Keep It Simple Stupid).

Among other things I made a placeholder progress bar to keep track of how many pills the player has collected, which works pretty well. Right now my levels have 5 pills in each to collect, which seems to work well length-wise.

If you play the game you’ll notice that with each pill collected the sky subtly begins to start changing colour. The speed and saturation of the colour gradually increases as you collect more pills. It’s a cool and relatively simple effect, accomplished with a rainbow colour gradient sprite that moves from side to side continuously, while the sky background in front of it becomes more transparent.

The colour gradient moves back and forth along the red line behind the sky, creating a tripped-out effect.

The colour gradient moves back and forth along the red line behind the sky, creating a tripped-out effect.

On the development of the story, I’m starting to look at the game as less of just a game and more as a personal art piece. I do a lot of art, in various ways – animation, bizarre post-it note sculptures, film vignettes and photography – and this is simply another medium. Not to say that it can’t be a fun game, but there are some messages that I want to convey in the form of the setting and the simplistic story. The enemies for example, are actually dark and distorted versions of Trippy himself, and accordingly play into his weaknesses. They represent his fears, or his darker side. Hopefully these concepts will start to become more clear when I implement the character of the girl cat, one of the main reasons for all the madness in the game.

Meow!

Meow!

After Christmas I’m aiming to release an update every week for a few weeks, as it’s summer holidays here in Australia – and it’s too hot to go outside! Until then, Merry Christmas everyone!

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One thought on “Trippy the Cat Dev Diary #6

  1. Jeremiah

    The game looks and feels grate I like what your going for… but the first level is a tad bit hard and the dirt needs some more texture, other then that grate job and it’s going to be really fun when it’s done !!!

    Reply

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