Time for an update!
So back when I first started this devlog, I was all like “coming out in early December whoo!” That was perhaps a bit too optimistic. The way things are looking right now, it’ll be early 2014 and I don’t want to be more specific than that right now just so I won’t be forced to write another post exactly like this one.
To be clear: The game that I set out to make is done. It’s complete, it has all the features I originally designed, and it’s balanced. But…
The concept is so rich and under-explored (if you google “games like MMBN” all you get is people asking why there aren’t more games like MMBN) that I simply keep finding new stuff to throw in there. Some of it sticks, some of it doesn’t. But all of it is worth trying.
And it’s really fun for me to do because like I said, the base game is done. Every time I add a new enemy or attack pattern, it’s straight up a thing that gets added to the game; I can see immediately if it works or not and it doesn’t require me to redesign anything else. I really like the idea that the game becomes almost like The Binding of Isaac in the sense that there are eventually going to be so many variations (and when I say that, I’m mostly talking about the enemies and their patterns, that’s what 90% of this mindset is all about) that every play-through becomes a wildly different experience.
To drive the point home I’ve picked a couple of images to illustrate what I’m talking about:
The title screen is there to say “the base game is absolutely 100% done.” It’s one of those things that we tend to do at the last possible moment, almost as an afterthought. With Trestle, all that stuff is done and I don’t have to worry about it anymore. Yay!
The top image though… That’s what I’m currently calling an Elite Enemy. It’s one of hopefully many! Aside from packing some serious firepower, this dude creates a continuous pattern of fire pillars on the player’s side of the grid. It’s quite a challenge to dodge and counterattack while having to move in a forced pattern (in action, the fire pillars look like they’re almost dancing across the grid).
This particular enemy is special to me because A) it wasn’t part of my original design at all, but B) it added so much more to the game when I put it in, and C) it took me a day to animate and another day to have it in the game. Which is D) what made me realise I have this awesome canvas to try interesting things out on, and if it works it adds so much to the game, and if it doesn’t there’s nothing lost.
Alright this has become a monster of a post, so let me wrap this up.
Trestle is becoming so much more than I thought it would. I hope you can all be patient with me because seriously? It’s going to be worth the wait.