

There's still a lot to tweak based on feedback, and on stuff I need to add still, but I hope the basis is there enough already. Thanks! You're right, the controls are the toughest part, and that's why I developed the fighting prototype first as a proof of concept. I'm curious about the fighting controls, those aren't easy to get right. It's definitely going to be something you'll know about when I know more about it! I won't do a kickstarter, as I'm not eligible to do so, so if you wish to support this project, that's the way to go!Īs far as when this will be done, there is no definitive date as of yet but I can tell it's not going to be before early-mid 2015 at the very least. This is to complement my two other existing devlogs for this project: one on tumblr, with daily updates (which are generally WIP, so you can see every step of the way), and one on Patreon, with weekly updates on everything that happened.Īs mentioned above, I'm doing a Patreon campaign to support mainly this project, along with any and all future ones when this will be done.
STENCYL HEALTH BAR UPDATE
In this thread, I intend to post updates regularly as I make the assets and work on the game, so an update for each new asset/working state screenshot or video. (fighting demo, video of the prototype used to test at the beginning of june) Those are quite far along as well, as I'm only missing some special generic segments, the rest being "only" scripting each event that's suppoed to play out, and doing all the assets required to show stuff moving around. The development is still quite early: I have done a first rough (but working) prototype of the main fighting engine used for all the matches, and am now working on having the equivalent for the visual novel segment.
STENCYL HEALTH BAR FULL
The project started as a small technical demo in December 2013 to work on 2D animation, using a game pitch I had developed a few months prior, and since the demo turned out quite well, I decided to make the full game out of it, and here we are now! I'm an illustrator by trade, and having little to no programming knowledge, I'm more comfortable using graphically assisted programming engines like C2, or Game Maker.
STENCYL HEALTH BAR PC
Since it's using C2, I'm targeting a PC release, with possible others depending on how the project turns out/my ability to do so. Having the tiles represent real-world events, actions, and objects helps bridge the gap between a new user’s real-world experience and the often abstract nature of computer programming.There are plenty of other tidbits planned, like 1vsMany fights, but I'll show them as they get visible rather than simple ideas on paper!Īs far as development goes: this is a mostly one-man project using Construct 2, with some audio help from great composer Morusque. Once the apple is eaten, it no longer exists in the world, so the character will then go after the next one and so on until no more apples remain. The bumped tile is Kodu’s way of telling when two characters are close to each other. Line 2 says that when the character bumps into the apple, it should eat it. If there is more than one apple in the world, it automatically chooses the nearest to move toward. Line 1 says that if the character sees an apple, it should move toward it.
STENCYL HEALTH BAR HOW TO
For instance, the sample below shows how to program a character to find and eat all the apples in the game world. The kode is continuously evaluated so that it immediately reacts to any changes in the state of the world. The language is high level in the sense that a lot can be accomplished in a very few lines of “kode” compared to traditional programming. The heart of Kodu is the tile-based programming language. Guided by this goal, we've tended to design new features so that they are simple and understandable rather than more complex and complete. The goal for Kodu has always been to be as easy as possible for new users. Since porting to the PC, support for keyboard, mouse, and touch have been added.

The choice of releasing on the Xbox informed much of the early UI development since everything needed to be done using a game controller. The original target platform was the Xbox 360 using C#, XNA, and releasing via the Indie Games Channel. Kodu originated as a project in Microsoft Research. Kodu allows creators to build the world's terrain, populate it with characters and props, and then program their behaviors and games rules in a bespoke visual programming language. Kodu Game Lab is a 3D game development environment that is designed to teach kids basic programming principles.
