Devlog #3 – “Will you make it?”

Wow, so… almost 2 years later I’m here writing another devlog 😛

Has been a couple of busy years, in a non gamedev way but anyways, I wanted to share a project that I’ve been thinking about, designing it, making diagrams, building a prototype of it, a story, characters, an art style and so forth but I’m ditching it for the moment (lolz).

The game is called “Will you make it?” and it’s story is centered around “Billy”, a poor unhappy dude that has a rich brother who’s getting married. Billy needs to get to the wedding that’s in a town 5hs away and in 5 days, so he needs to get the money to buy a bus ticket and get to the wedding, but… could he make it? ;).

Billy doesn’t have much money, and his life is a mess, so you have to manage Billy’s actions in order to save up the amount of money needed for the bus trip, and also to prevent Billy’s death.

The point of the entire game is to reflect how sometimes life makes you sacrifice things you want/need in order to achieve other things you want/need.

Gameplay-wise it was all going to be a series of button pressing with no time pressure. Each available action will be represented by a button and it will affect Billy’s STATS and also step the world time.
If BIlly’s STATS would go to 0 he dies in a way related to the zeroed stats.

Making something happen

With the idea in mind I started making some fast UML diagrams to get me started. I wanted to divide the code into backend and frontend, and using a Façade to access backend data from the frontend. This way I can create different frontends if needed. Not that I would ever want to do that (lolz) but still.

Fast class diagram of the backend
A layout of the GUI


A few cutscenes
First prototype
Captura de pantalla de 2018-01-02 21-51-05.png
A little bit of polish

After I made the first prototype I started to fiddle with the stats, and how the actions affected the stats. This is the most important aspect of the game, as it’s basically all you do.

One thing that I liked is the method chaining I used to define actions easily.

Captura de pantalla de 2018-01-08 01-31-49.png

You can see that actions have a time range in which the action is available, the amount of time that the action will take to complete, also how you can define which stat it affects and by how much, the locations in which the action is available and a few more options not shown here.

I made more tweaking:

  • Implemented time ranges to deactivate actions not “active” in the current time.
  • Implemented the caffeinated status modifier, that doesn’t allow you to sleep until 6 hs had happen since you last drank coffee.
  • Implemented action location filters
  • Removed weather data as I couldn’t think of anything fun to do with those.
  • Changed stats to more reasonable ones (“mental health” and “physical health” didn’t make much sense)

And ended up with this:

Captura de pantalla de 2018-01-07 18-34-35.png
Last version

Almost a fully working prototype without the cutscenes, but it’s not fun at all. I’m having troubles determining when you should loose the game, and also I don’t see who would want to play this kind of depressive life simulator (I sure don’t).


So given that, I decided to ditch the game for the time being. Maybe someday I find something fun to make this into, if not, then this game simply didn’t made it.

Also, I wanted to upload an HTML version to itch, only visible via a link posted here only. But you know what? Date object behaves differently in the desktop vs GWT. So the HTML version instead of starting at 9:00 AM it starts at your current browser’s time. WTF?!?! Okay, probably not uploading it made all of you a favor lol.


Devlog #2 – Name, story and planning


After writing some boilerplate utility classes (virtual gamepad, pause screen, inventory screen, main menu screen) and the main physics of “Hero” I came up with the story. Not going to describe it all here, but mainly it’ll be about an AI programmer that works for a constructing company that uses robots. Somehow all those robots AI gets corrupted and evil, and it’s the task of our hero to save the day by fighting them.

The game mechanic will be similar to Sunsoft Batman for NES, i.e. melee combat, ranged weapons, wall grappling, different jump heights according to time that the jump button was pressed.


The levels will be split in 9 screens max. This way I can make efficient use of objects memory. Still have to define the size of the screens, but this also gives me an easy way to implement a map.

The game will be named “The Curtis project”, or at least for now…

This weekend I want to:

  1. Finish Hero’s animations (not the actual graphics but the sequence of animations in the right places).
  2. Implement levels class with it’s 9 screens and light objects.
  3. Implement map loader bounded to java objects.

Devlog #1 – Starting a new project

After finishing Mission Massive Migration I wanted to make something with dynamic lightning. That led me to Libgdx + Box2D + Box2DLights. Maybe there are simpler ways in achieving that, but for now I’m trying that route.

In order to learn those tools I figure I just make a small endless jumping game, so started working on that a for a couple of weeks.

Started goofing around with libgdx, made the classic “entity” class then added a Box2D body with 4 sensors surrounding it and made some more utility classes. The basics boilerplate code that you’ll always need for making a game.

When I finished building the tools to create the game I realized that I didn’t want to make that kind of game. It’s fun and all, but I don’t feel like it’s worth investing more time on it, it was just a way for me to get to learn the technologies I wanted so that I could make a cool game, and this wasn’t a cool game.

I really like old school platforming shooters, and I’m also really proud of the virtual keyboard that I build for Mission Massive Migration, but today I got a really cool idea for a virtual gamepad, following the lines of the one I had already implemented but with more features and maybe more mobile friendly.

On top of that I stumbled upon this youtube video:

That game looks really cool! although it appears to be somewhat shitty.

Basically I want to make another metroidvania. There’s only one rule: It has to be way better than my previous game.

Maybe I call the main character “Curtis” as that was going to be the name of the scrapped game about the traveling jumping robot.