Thursday, June 9, 2016

I Affect the World; the Story of Mala (Medals)

I didn't want to post this as this post includes spoilers for my game.
But, I'm doing it anyway. Here are the 27 33 34 35 Medals I'm planning to have in BBNR:

Modification 1 - Added 6 Challenge Medals (see below)
Modification 2 - Added Medal "Nothing to Wear" as the 7th Silver Medal
Modification 3 - Added Medal "Animal Lovers Disapprove" and changed Medal "Not... Enough..."
Modification 4 - Changed the Coin Medals

Bronze Medals (8):
1. Rich
Awarded when you have 100 Coins.

2. Shiny...
Awarded when you've collected the first of 12 Pieces (by finding it in a level or completing a Bonus Stage).

3. Masochistic
Awarded when you create a game in all 4 slots.
(Stupid, I know...)

4. Animal Lovers Disapprove
Awarded after killing a total of 50 enemies (of any kind).

5. My First Purchase
Awarded when you've bought your first item at Omar's Store.

6. A Raise
Awarded when you've beaten one of the Bonus Stages.

7. Guess the Match is Over
Awarded when you beat Mama Boxer for the first time.

8. Get Out of the Way!
Awarded when you beat Gatekeeper for the first time.

Silver Medals (11):
1. Very. Rich
Awarded when you have 500 Coins.

2. Okay, Better Avoid That...
Awarded after you've found all the ways to die in the game.
(You have to visit Nightmare/Never Mode to find one of them.)

3. Winged
Awarded after completing a level with an A Rank.

4. Sweet Tooth
Awarded after eating a total of 100 Lollipops (the items used to restore lost Heart Units).

5. The End.
Awarded after beating the game in Nice or Normal Mode for the first time.

6. Not... Enough...
Awarded after killing a total of 100 enemies (of any kind).

7. Nothing to Wear
Awarded after buying all Outfits form Omar's store. ***

8. A Row of Bonuses
Awarded after completing all Bonus Stages once.

9. No More Hogging Around
Awarded after beating Hock for the first time.

10. Sinking to the Bottom
Awarded after you defeat Huma for the first time.

11. No More Sciophobia
Awarded after beating Shadow Mala for the first time.

Gold Medals (9):
1. Filthy, Stinkin' Rich
Awarded when you have 999 Coins.

2. No More Need for Money
Awarded after you've bought everything from Omar's store.

3. I GOT ABSOLUTELY EVERYTHING
Awarded after reaching a 100% Completion in a game. Duh.

4. These Scars Will Never Heal
Awarded after beating Nightmare Mode for the first time.

5. No More, Please...
Awarded after completing Never Mode for the first time.

6. So Shiny...
Awarded after collecting all 12 Pieces.

7. Model Student
Awarded after beating all normal levels with an A Rank.
(So that doesn't imply to Boss or Bonus Stages or Scenes.)

8. The End of the Red Age
Awarded after beating Other Klyde, the final boss, for the first time.

9. In My Dreams, I Make the Rules
Awarded after beating Ultimate, the optional boss, for the first time.

and lastly,

Star Medals (1):
1. No More Replays, Right?
Awarded after collecting all Bronze, Silver and Gold Medals.

But, there's also additional

Challenge Medals (6):

1. Still Intact
Awarded when you complete any Mode without dying once.
(Yeah, I bet you'd choose Nice Mode, right?)

2. Quick Feet
Awarded when you complete any level (in any Mode) within a minute. **

3. The Hard Way
Awarded if you choose to take a harder path in a level.
(This should be quite easy, really.)

4. Beginner Equipment
Awarded after beating Nightmare/Never Mode without any Upgrades.
(This could be challenging...)

5. Really Quick Feet
Awarded after beating a Game (in any Mode) within 30 minutes. **

6. Challenge Champion
Awarded after achieving all other Challenge Medals.

** Depending on the length of the levels/game, these times might be changed.
*** This is only if I add Outfits into the game.

Some of these Medals might not make it to the final version, but these are all I've thought up so far.

I might delete this post.

That's all for now.

Thursday, June 2, 2016

Summer plans

As I'm still at the laptop, I might as well tell how my summer break is planned.
I have two months (June and July) which is about 61 days. That is a lot of time.
I was thinking of using (most of) it to create my games, as I also have a game to be made for school (so it has to be done before 2nd semester)

In short sections:
* Planning my 4 games (SHTMMOR, CH3, CH2R, BBNR)
* Fully develop my school game which I named "Kauppa Guide" (literally Shop Guide)
* Watch videos and anime and read manga (Yes, I like anime and manga :3)
* Go to meetings with personal assistant, music therapist, doctor etc.
* Go to a dental hygienist appointment, which I missed on 1st of April (which cost me 40 euros)
(You could say I got April fooled...)

But, yeah, I think I'm gonna be very busy with my games.
Kauppa Guide might be my first "New Allu13" game to be released.

Logging out soon. Good night, people.

I Affect the World; the Story of Mala (Items)

I think I should present these real quick:

Items. The important part of gameplay in BBNR. They help you get through seemingly impossible obstacles like walls, chains and doors.

Here are the 5 Items Mala can use during the game.
(A note here: In Chapter 6: Final Steps, you're unable to use your Items. Check the bottom to find out why.)

Item 1 - Double Jump Boots

The first Item you HAVE TO obtain are the... you know already. Double Jump Boots.
The ability is also obvious; Double Jumping. However, the Double Jump is a short one, giving only a bit more height.
With the Upgrade "Equal Double Jump" your Double Jump is just as high as your normal jumps.
The Item is lying around in level 1-3. (?)

Text Boxes:
"You've obtained the Double Jump Boots!"
"With these, you can jump twice before landing. Not sure, why."

Item 2 - Boxing Glove

The second Item is the Boxing Glove. It works like a boomerang.
It's supposed to be used on tight levers to open doors or something to do with attacking enemies?
Every time you send it flying, it bounces from any wall or enemy it hits.
With the Upgrade "Solid Boxing Glove Toss" your Boxing Glove goes through anything and returns normally back to you. This can be used on blocked levers, too.
The Item is obtainable after beating Mama Boxer in level 1-6.

Text Boxes:
"You've obtained the Boxing Glove!"
"Press <Boxing Glove key> to throw the Boxing Glove. It returns like a boomerang."

Item 3 - Rock Thorn

The Rock Thorn actually comes from Hock's remains as he is destroyed by Klyde.
As how it works... It's a short-range weapon. It deals more damage than Boxing Glove, though...
The effect is a short animation of Mala swinging the Thorn. Used for cutting rope and chains carrying planks or boxes. (?)
With the Upgrade "Sharpened Rock Thorn" it will cause twice the damage upon impact, making it a very effective weapon against Ultimate, the optional boss in Chapter 7. (?)
The Item is obtainable after beating Hock in level 2-5.

Text Boxes:
"You've obtained the Rock Thorn!"
"Use <Rock Thorn key> to swing the Rock Thorn. It has a short range but does cut well into rope and chain."

Item 4 - Gem of Darkness (design in progress)

The fourth Item is the Gem of Darkness.
It's used in swapping between reality and shadows (like mentioned in an earlier entry) to get through obstacles and kill enemy shadows. (Required for A Rank)
With the Upgrade "Darkness Rejection" you recover your Stamina right away after returning to reality.
The Item is obtainable after beating Huma in level 3-4.

Text Boxes:
"You've obtained the Gem of Darkness!"
"Use <Gem of Darkness key> to switch between shadows and reality. You have a limited time in there, though..."

Item 5 - Book of the Royals

And lastly, Book of the Royals. It doesn't have any in-game benefit, unless it gives discounts in Nice/Normal Mode.
This is the only Item with no Upgrades. It mostly services as part of the story, not the gameplay.
The Item is obtainable after beating Shadow Mala in level 4-4.

All the Items are stolen by Other Klyde after beating the Gatekeeper at level 5-5. (?) Because he steals your Items, you're unable to use them in Chapter 6. However, playing other Chapters after completing Chapter 5 will still have your Items in use.
(In short: Chapter 6 is the only Chapter where you can't use Items.)

And questions I created and answered:
Why can you use Items in Chapter 7?
- Because it's an extra Chapter that takes place in Mala's dream.

Why do I need Upgrades?
- They are used for 100% completion besides giving benefit.

Why doesn't Book of the Royals have any benefit or Upgrades?
- Because I simply can't figure out anything useful done by a book. Also, there's no way to upgrade a non-existant ability.

(?) - Uncertain

That's all for now.

Saturday, May 28, 2016

I Affect the World; the Story of Mala concept (Screens)

I wanted to post these here:

The concept screen for HUD placement in the game. Currently, I think this will be how it is.
* Hearts: Presents the player's (Mala) current health. Obviously.
* Darkness: The gauge at the top. Presents the Level of Darkness.
To explain: Darkness is one function and obstacle in the game.
After obtaining the Gem of Darkness (the fourth Item, obtained after beating Huma, the third boss) the player can swap between "shadows" and "reality".

In the shadows, this gauge will drain away. After coming to reality, the gauge will recover (unless you've bought Darkness Rejection, a product at Omar's store, which recovers all power after coming to reality).
Losing all power leads to either dying instantly or losing health continuously.
* Coin Counter: The current amount of coins. Spent on Omar's store.
* Item Box: The current Item. Used in Control Type 2: Tight Pack. (?)
* Boss Gauge: Presents the boss' health. Each one has a different color.

The concept screen for Speech Boxes. I don't think I'm changing it. Pressing any key would progress the speech.
* Name: Every character has a different color.
* Lines: Might have different colors to highlight different things.

The concept screen for Omar's store. It has quite many things...
* Category: A different menu you choose one from. Then product menu pops up. (?)
* Products: The selected category's items.
(Yellow: Bought, White: Available, Red: Unavailable)
* Description: The item's icon, name, effect and price are shown here.
In Nightmare/Never:
* The prices are higher
* The Coins are worth less (From 10, 5 and 1 to 3, 2 and 1)

The concept screen for Nice/Normal Map in the game. I think it's simple but effective.
* Mode title: Not sure if this will be present in the final game.
* A-Rank: A small change for the level, as A Rank is reached, the level grows angel wings. Any achieved Rank is presented on the level. Rankings might be:
C (complete the level normally)
B (complete the level killing all the enemies)
and A (complete the level, killing all the enemies and collecting all Coins)
Yeah, they're not all present in the picture but you get the point.
* Bonus Stage: Possibly an extra stage with a mini game. Must be completed for 100%.
* Locked: Levels that are gray and have a lock on them are locked (obviously). The last level must be completed to unlock it. The lock might shatter to pieces in the final game.
* Level Info: Presents the current chapter and the selected stage, as well as the total progress of the chapter. On the right, there's the Rank and Total Death counters, as well as the Piece Box.
The Pieces could be hidden items in certain levels. Finding them all could lead to a better ending (?)


The concept screen for Nightmare/Never Map in the game. Doesn't differ much from the one above.
The differences:
* Background is red. (Not just in the picture, but also in the final game.)
* The angel wings are replaced with... demon wings.
* The levels on the map have different looks.
* The Chapter's Names and Level's Names are changed, as well as their color.

And lastly for now, the concept screen for the levels' result stats. I MIGHT change it in the future.
* Time: How much time was taken in the level, in minutes and seconds. (?)
* Kills: How many enemies were killed in the level.
* Deaths: How many times the player has died in the level.
* Coins: How many new Coins were collected in the level.
If a Ten Coin was collected, it might turn into a Five Coin the next time you visit the level. (?)
* Bonus: I guess if the Piece was collected, you're awarded with extra Coins? (?)
(Miight as well be given if all Coins were collected or A Rank reached)
* Rank: Depends on your results.
For A Rank:
* Taking as little time as possible (less than Goal Time).
* Killing all the enemies.
* Not dying even once.
* Collecting all the Coins.
* Collecting the Piece.
* Piece Found: If the Piece was collected, this will be shown at the bottom-right, like shown in the picture.
* New Record: The Yellow Crowns next to the stats. Shown if a better result was made. (?)

I'm not sure if the game will look like this. If it does, I hope you won't be disappointed.

All these pictures were made with Microsoft Paint (if that wasn't obvious).
The game's real resolution may be either 640x480 or 1024x768...

(?) - Uncertain

That's all for now.

Sunday, May 22, 2016

Do you want to learn Finnish?

There are many things about Finnish language; it's COMPLEX...
Even as a Finn, I keep having troubles with my own äidinkieli
(literally "mother's tongue" without a needed space, means native language).

Anyway, I was thinking; is there a need for this idea?

Do you want to understand more about Finnish language? Maybe a few sentences?
Do you possibly want to know more about Finland (from my perspective)?

Let me know. Not posting any for no reason...

What I can teach:
* Simple words:
- Objects
- Seasons
- Months
- Weekdays

* Simple sentences
- For foreigner tourists
- Everyday life

* "Pretty Off" translations:
- Home Sweet Home
- Third time's the charm
and other kinds of sayings...

A ridiculous game idea I can't commit - Fur Fighters: Fur Real

So I was listening to Fur Fighters music (PS2 version to be exact) with an idea in my head once again.

A more "realistic" Fur Fighters game. It's ridiculous.
And because I am an idiot (in a way), I'm telling you, the reader, about this idea of mine (in detail), as well as why I can't commit it.

The idea:

It wouldn't differ much in story or level design.

It would've been either isometric, third person or first person...
* Making isometric, TPS or FPS games (or any game having depth) isn't my specialty. Therefore this idea is impossible.

How it would've differed from the original:

Realistic weapons:
* The guns as well as the way Fur Fighters hold them would be more realistic, like a Shotgun.
(It would also have options/cheats like "Realistic Guns" which makes guns reloadable but therefore slower)
In the original, any Fur Fighter holds the selected gun single handedly, even if the gun had two handles.

The HUD would be different;
* HP would be shown as percents, with the silhouette of the current Fur Fighter's head.
(Okay, the original does have percents but it doesn't show the "%" next to the number)
* "Tokens" and "Rescued Babies" would be presented in gauges on bottom-right corner, which would be replaced by Boss gauges during a boss battle.
* Weapon Bar would be vertical and on the left side of the screen, with the current weapon's ammunition presented next to it.
(Like if the selected weapon was a Submachine Gun and it had 240 bullets, there would be "240/300" next to it.)
It would also have added ammo presented in a green flash right next to it.
(Like +5 Shells or something)

The Fur Fighters would have different animations for different circumstances;
*Normal: if HP is above 25, normal animations occur (after a while).
*Hurt: if HP is 25 or less, Fur Fighters breathe faster, wobbling as well as having troubles with moving, shooting and reloading. (Animations would last longer)
*Dead: Depending on circumstances, a different animation occurs upon dying.
(Like standing still, falling, running, drowning (not possible in the original) exploding etc.)

Realistic swimming:
* Like in the original, only Rico could swim underwater but also the only one to stay underwater.  Others would have Oxygen gauges, (even though they rise to the surface automatically)
Running out of Oxygen would result in an instant Fluff (death)

Menus:
* Menus would be more like wavy text.

The reason I can't commit it:

* It would be a copyright violation. (?)
Fur Fighters is an official game by the former Bizarre Creations and Acclaim.

* I don't have the experience or program.
I think this idea could be possible with Unity, but I can't use it.
I'm saying this because I've never tried it. (Yet, at least.)

* I don't have time or interest.
I'm in the middle of developing chaos with 4 other ideas.
Besides, if I ever got the experience for 3D games, I'm pretty sure I'd still not make this idea come to life.

That's all for now... I'll definitely consider deleting this post...

Saturday, May 14, 2016

Cube-Hard (2) Remake Progress - Boss Redesign

I've created more concept for my game project CH2R, as now I've created new boss designs. They differ in one way or another from their original ones.

Cube-Hard Remake

The first boss in Cube-Hard (Remake) is Solid-Cube 555. I usually mix up the dash in the middle... It played like follows:

* The player wouldn't be able to react quickly enough to avoid being killed right away. Wont' be repeated.

* The boss has 20 hitpoints. All drained away quickly by jumping on it.

* To get on it, the other side must be reached first.

In the Remake (planning):

* The boss has more distance from you, giving you more time to react.

* The battle ends after reaching the end, possibly with Solid-Cube falling into a giant hole.

* I'm not purposely trying to copy Super Meat Boy, okay?! This was just an inspired idea!


Next is B. O. A., which means Ball Of Acid. And, yeah, I'm definitely ripping off SMB, now...

* The player jumps on the boss to take 1 hitpoint away. You could keep jumping on it, but it could bring problems.

* After being hit enough, B.O.A. sends a key after the player, which unlocks the cannons on the ceiling. This is repeated 6 times, as all keys are present.

In the Remake (planning):

* I still haven't thought up a new method, but I think of changing the cannons to something else...?

* B.O.A. can attack you if you keep jumping on it for too long.


Then there's Bouncy Worm King, the boss of World 3...

* It would move diagonally and approach the ground, giving the player a chance to hit it.

* At first, it would approach a saw after hitting the ground, giving little time for the action above.

In the Remake (planning):

* It would bounce by gravity like all the other Bounces.

* It'd separate its tail to make it difficult for you.


Then there's the Monster, first seen in the intro and then as a boss in World 4.

* It would fly towards you in a room filled with saws and fire.

* Jumping on it would be very difficult.

* There's a way to beat this boss with ease in Wonder Mode.

In the Remake (planning):

* Change the battle to be a bit more fair for the player.

* The area would be smaller and the Monster would move freely instead.

* It could possibly spawn enemies at you.


And the final boss of Cube-Hard, Dr. Villain. As I made him, I didn't have a name so I thought one up. Also, he's not supposed to resemble Dr. Fetus from SMB...

* He would run across the level and bounce off the fire, shooting rockets in a steady timing.

* You had to jump on him 60 times, and because he randomly picks a direction to run at afterwards, it makes the battle even longer.

* He would send a seeking key to unlock the cannons at the sides, shrinking your ground.

In the Remake (planning):

* He wouldn't use a rocket launcher himself. He'd run across the screen and activate different traps.

* When he's stunned, he'd be open for 10 hits, taking away 1/5 of his health.

Cube-Hard 2 Remake
Modification 1 - Wider base
Modification 2 - Slight size change on left caterpillar track

First up is CH2's first boss, Blue Box in the Underground. The boss played out like this:

* Blue Box was open for attack whenever it didn't flash red. (with Dr. Villain waving his hands in panic inside it)

* Hitting Blue Box when flashing results in Bob getting killed.

* Bue Box has 100+ but it loses 5+ whenever hit. (every boss has 100+ in the beginning)

* After losing 25+, Villain would activate the furthest deactivated Danger Blocks to shrink the area.

* After losing 50+, Blue Box activates a mechanism that drops blocks form the ceiling whenever Blue Box hit the walls. (Obviously, the falling blocks CAN KILL BOB)

* After losing 75+, Villain activates all possible Danger Blocks, making survival quite difficult.

In the Remake, I was planning it to go somewhat like this:

* The battle is pretty much the same, with a few exceptions.

* Blue Box is bigger, so I might design the room better that Bob doesn't end up killed so easily.

* Making the fight easier; falling blocks only in Allu13 Difficulty.

* I might add a Charge attack for Blue Box. MIGHT.

* Blue Box has an entrance sequence as well as a defeat sequence.


Next is Pointy Edges, boss of the Factory.

* Pointy Edges was out of Bob's reach unless he fell down from the platforms.

* Falling down means instant failure.

* This boss was beaten by dropping crates of TNT ON it. Simply dropping it to Pointy Edges's level wasn't enough. Getting hit took away 7+. That means it requires... 15 hits.

* The Spikes are the only threat and obstacle in Bob's way to beat this boss.

* After losing 50+, Pointy Edges would speed up to make it a bit more difficult. Honestly, I don't know which is harder to hit; a slow target or a fast target.

In the Remake, I was planning it to go somewhat like this:

* Pointy Edges could possibly move around instead of horizontally at the bottom.

* Redesign has custom spikes for a reason. I didn't want to use Spikes for the boss's design again.

* I added eyes for fun. Speaking of which, I think I'll make Villain look at Bob at all times (except when hurt).

* I might give a completely different method to defeat this boss. (If so, it will not be spoiled anytime soon)


Then, there's Blast Course, the boss of Abandoned Wing. It just might be my (second) favorite boss of the game.

* Blast Course would move like Pointy Edges, but at the top.

* Blast Course would rapidly fire plasma shots from the top, making it difficult to move around.

* Method of defeat was to have TNT crates dropped on Blast Course's power supplies which were located at the far ends of the room. This would take away 5+, just like with Blue Box.

* After losing 50+, Blast Course would malfunction and go crazy, increasing movement speed and fire rate, making the fight difficult to continue.

In the Remake, I was planning it to go somewhat like this:

* The battle might just end up similar to the original.

* After losing 50+, Blast Course would use powerful beams instead of shots.

* The fight might include either an additional method or an entirely different one.


And last but not least, Lightning Bulb, the final boss at the end of the "Final World".

* A boss you can't hurt right away. You have to wait for the lightning to backfire.

* Hitting when stunned took away 10+. That means 10 hits.

* After losing 50+, Lightning Bulb has longer patterns, releases lightnings from both sides and creates Spikes when hitting a wall.

In the Remake, I was planning it to go somewhat like this:

* Lightning Bulb would have more electric attacks to use, maybe in a random order.

* Lightning Bulb would be able to jump, not only to distract Bob, but also for possible bomb drops.

* Lightning pattern is different, making it shorter and possibly more challenging.

I guess that's all for now.