Welcome Home (To Spring: Dev Blog #8)

Evening all! I hope the moats that you’ve all surely built around your front doors by now are keeping the infected at bay. And if you haven’t already, erect a portcullis. Belt and braces, eh?

It’s been a funny sort of few days for me and my devving. Every day I’ve thought “Well I’ve only done this little thing today, there’s no point blogging about that.” But before you know it, here we are and I’ve got quite a backlog of shit to show you. To business then, gentlemen.

A Second (And First) Tileset

Not that I’ve come to write about my second tileset, I’m not even sure I ever mentioned my first. I made it at some point last week to replace the huge block of brown featureless dirt at the bottom of the screen and it looks a little something like this:

For those unfamiliar, a tileset is a group of sprites that you want to use for different sections of terrain: Flat bits and corners and ceilings and what have you. You can then use what’s called an autotiler in GMS2 to paint the entire area of terrain and the autotiler will put the correct part of the sprite in each tile. It’s probably easier if I just show you:

See how it’s using the different sections of my tileset depending on what the shape of the terrain is? I like it. So yes, that’s the first tileset, used for the ground, and here’s the second, used for the snow:

You may notice that I cheated slightly and used the exact same tileset, just painted grey with blue and white flecks, but as far as I’m aware there is no “Tileset Police”, so I imagine I’ll get off scot free with that one. Besides, Nintendo used a palette swap of their clouds as their bushes in the old Mario games and they’re Nintendo. They make some bizarre decisions at times, including the ongoing cloud storage saga, but they do make fucking good Mario games.

Jump Cursor

This has been a niggly little problem for me for a while and was satisfyingly quick and easy to solve. Although I’m quite happy now with how I’ve refined the jumping and diving process, I don’t think it was inherently intuitive as it was. So I added a jump cursor, which makes it obvious that your jump direction is based on your mouse cursor’s position and also makes it a bit clearer which way you’re going. As you can only jump upwards, having the cursor above the player has never had any impact on your jumping direction, but now I’ve added the option to cancel your jump by having your cursor up there.

Home

This is a big old section and this is where the bulk of my time has gone since the last post. I won’t go into agonising detail, but I’ve added a sort of cave at the end of the map which is the player’s home. This has included:

  • New text lines telling the player that they’re nearly home
  • New ending text lines, which scold or praise the player accordingly depending on how much food they’ve brought back tooooo….
  • THE PUPS! Small replicas of the player sprite that are colour blended with different shades of brown. They walk around randomly until the player lies down to sleep (end the level), at which point they gather round the player and also lie down to sleep.
  • Sloped walls and tiles + diagonal movement. This was quite the pain in my arse.
  • Fading terrain. The front wall of the cave fades as the player enters so you can still see yourself.

Do you have any idea what all of this means?!? It means the game has an ending! At long last, you can actually do well or do badly in it! We’re in the home fucking straight, people!

I’m not quite finished of course. There’s still some tweaks to be made here and there and after the player falls to sleep I want you to spawn in a second room where the snow has melted and it’s springtime, where you can run and frolic with your pups (As long as you fed them). This feels necessary due to the game’s title and I think could be quite a nice little ending. Maybe I’ll stick the credits up at the top of the screen while you run about. This does mean though that I’ve got a lot more art to do. 3 more tilesets at least – One for the cave, one for the ground in springtime and one for the grass in springtime. Plus new sprites and animations for the plants and rocks, maybe I’ll make some blossom that can drift through the air replacing the snow and some birdsong to replace the howling wind. There’s still lots to do.

But yeah, I don’t think it quite hit me until I wrote this all out just how close I am to finishing this. I’m quite excited. Demo below:

And that’s me til next time. Take care of you and yours, may your supermarket queues be ever short and your hands ever squeaky clean.

Cheers,

Dave

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