I think I am finally ready to make a devlog for the game I've been working on for the past two months.
a dream to fly is getting a make-over!
The original flash prototype was built with Flixel, and it was my first time using it. I had a ton of fun, and I decided to continue with the idea. The prototype has a finite end and a finite space, where the player must simply collect the "coins" before time runs out.
Play v0.1.0 here.After making the initial prototype, a lot changed in my life (for the better). I've been working on the game full-time and started my own business. Since then, I've completely changed the way the game works, added a lot of new sprites, and have a close friend, Jon Buresh, working on the audio.
A week after v0.1.0, I started reworking the game and that sort of thing.
Play v0.1.1 here.Thinking back to this version, I rotation the orientation to landscape and changed the resolution. I also added in the white star sprites and the red stars. In this version, there is no real difference between the stars.
In the future, the red stars explode when grappled. That sprite has definitely changed.
I eventually added mouse control, where clicking or pressing space works for input. Version 0.1.2 also has black holes added, which teleport the player to another random black hole.
Play v0.1.2 here.I also started working on some of the sprites in the game around this time.
Here is a taste of the early sprites:
From v0.1.2 to v0.1.3, I was testing out the possibility of simply using the AIR SDK to get the game running on iOS. I was successful in getting the game running on iOS. However, it ran poorly. At this point is when I realized it was important to start writing the game in Objective-C with Xcode to run natively on iOS.
Version 0.1.3 has a new resolution, that of the iPads, and includes asteroids and stars that disappear after grappling on them. The stars will release particles after exploding in future versions. I also removed coin collection, and I made it so that bubbles add oxygen. The only lose-state is to run out of oxygen.
Play v0.1.3 here.I took a break from development on a dream to fly to work on who am i? The path for the game has changed a bit after reflecting and thinking about it.
As I mentioned, the audio is being done by my friend Jon Buresh. He goes to school for Game Design and is the main developer on
Sintel: The Game.
The completed soundtrack can be streamed here. Jon has completed the soundtrack for the game, and I'm happy with it.
Name:
a dream to flyPlatform: PC (Windows and Mac) initially, other platforms possibly down the line
Release: Spring 2012
Developer(s): Hokori Interactive (Brett Chalupa) & Jon Buresh (audio)