Snouty Plays: EV - is a new image of 'Snouty Plays' after 2020
where creator shifted focus to part-time hobbyist and
make game for himself.
Although creator may not focus on making or any games that are more finished or polished, but there
will be times when ideas and passions sparks... game creations may still occurred. Developments
may halt or on hiatus with no confirmations as they're now pet projects.
The games are more touted to creator's personal taste and it
may not for kids-friendly / general audience.
where creator shifted focus to part-time hobbyist and
make game for himself.
Although creator may not focus on making or any games that are more finished or polished, but there
will be times when ideas and passions sparks... game creations may still occurred. Developments
may halt or on hiatus with no confirmations as they're now pet projects.
The games are more touted to creator's personal taste and it
may not for kids-friendly / general audience.
SNOWBOARD BOYSGenre: Sports, ArcadeA furry snowboard game, that's how clearly it looks.
You are able to pick 1 out of 3 of the teenage riders, and snowboard through the levels and race with his friend opponents. Now I have my 2D game engine maybe it would work this time... And It sorta did. The first prototype is done and it was good, at least what I think. Though I can't compare to some of the similar games online. KEY FEATURES: - arcade-like snowboard experience using mouse/touch. - able to race with CPU opponents. - customizable rider appearance. - stage speedruns & more... 640x360 (16:9) |
Begin Concept: 2020, AprilCURRENT STATUS: Prototype 0.36d (hiatus) |
2020-2021 (click to expand log)
May 1, 2020 -- Origin, Basic Gameplay
I always have game ideas when I was younger. On 2008 I made a flash version of the game, A group of teens who interest on snowboard meet together to race and bond. But at that time I can't even do proper game coding even Flash... Now as of 2020 I was casually searching through old stuff and suddenly inspiration comes-- and now working on the prototype. (I'm suppose to do my main project)
The gameplay is faithful to the originated idea and bettered. I use a 45 degree isometric view, and camera from the side. (very much like sidescroller shooter) You control the boy to speed up, speed down, avoid the trees that slows you down, etc. The trees,stones etc. in the stages are randomly generated in a scripted way. Empty spaces, steeps ,tree passages... the sequential zones are to spice up the stage with ups and downs.
May 6, 2020 -- A.I implemented.
Yeah, my very first AI opponent in my game. It was exciting. You can now do a race between the 3 characters! (each has pros and cons) Takes a week to make, AI movement's still wonky and runs but at least challengable.
Also added money system for race earning. (but may not needed so for future)
May 12, 2020 -- What I've worked so far
Prototype part 1: stages, zones, movements, boost, jump, and 3 playable characters.
Part 2: A.I. implementation.(still has a few crucial bugs) Endless mode, level rewards. Lots of time balancing each characters' speed, nimbleness, interactions etc.
Recently done:
Slopes(unlockables), 'Endless mode' with achievements, money & shop system prototype. Still fixing bugs!
Part 3: outfit customization prototype. Not in development now but will be soon.
May 21, 2020 -- Prototype 0.33 (prot. ends)
Outfit customization: clothes/pants, head gear, and gloves/shoes/misc can be shown onto the characters on stages.
Improved AI movement, less janky. (but still hit a lot of trees though) Many bugs fixed, and AI difficulty is tweaked nicely.
The prototype stage has now ended. I have a workable foundation now. Next time it will be in Alpha stage, where the prototype menu will be replaced (many in placeholders at first), visuals will be worked on.
Sorry but no test play for the public. I only share privately.
Now it's time to put a halt on the project for my other work. For now it's not confirmed when the project continues.
Feb 5, 2021 -- Mirror Match (Prot. 0.34)
Another small update on the prototype. Adding some 'air flow' animations on 3 characters.
Changing the 'booster splash' to a bigger & more explosive ones.
Also adding a 'Mirror match' mode so to battle 1-on-1 with your own character.
Tweak difficulty slightly harder, and that's all for this update.
I may update once again some time this year to prototype 0.35/0.36: 'Assault Controls' & 'Ahead Boulder Obstacles'.
Apr 26, 2021 -- Minor Update (Prot. 0.34c)
Trees, Rocks, Grooves slowdown rebalanced. Slope boost rebalanced. AI speed rebalanced. Screen stuck when lose fixed.
Jul 27, 2021 -- Adding Gamepad Controls (Prot. 0.35a)
Adding Xbox gamepad control in game & menu. Players has to use directional key, or the left circle stick(preferably) to control if they connected gamepad into the game. 'A' to jump. 'Start' to quit the game. The control guide are not added just yet. It's not polished especially when controlling through the menus but it's sufficient right now.
Also, the annoying grooves tilting effects are removed (when the board hits the grooves), as it heavily affect gameplay using gamepad.
###
I always have game ideas when I was younger. On 2008 I made a flash version of the game, A group of teens who interest on snowboard meet together to race and bond. But at that time I can't even do proper game coding even Flash... Now as of 2020 I was casually searching through old stuff and suddenly inspiration comes-- and now working on the prototype. (I'm suppose to do my main project)
The gameplay is faithful to the originated idea and bettered. I use a 45 degree isometric view, and camera from the side. (very much like sidescroller shooter) You control the boy to speed up, speed down, avoid the trees that slows you down, etc. The trees,stones etc. in the stages are randomly generated in a scripted way. Empty spaces, steeps ,tree passages... the sequential zones are to spice up the stage with ups and downs.
May 6, 2020 -- A.I implemented.
Yeah, my very first AI opponent in my game. It was exciting. You can now do a race between the 3 characters! (each has pros and cons) Takes a week to make, AI movement's still wonky and runs but at least challengable.
Also added money system for race earning. (but may not needed so for future)
May 12, 2020 -- What I've worked so far
Prototype part 1: stages, zones, movements, boost, jump, and 3 playable characters.
Part 2: A.I. implementation.(still has a few crucial bugs) Endless mode, level rewards. Lots of time balancing each characters' speed, nimbleness, interactions etc.
Recently done:
Slopes(unlockables), 'Endless mode' with achievements, money & shop system prototype. Still fixing bugs!
Part 3: outfit customization prototype. Not in development now but will be soon.
May 21, 2020 -- Prototype 0.33 (prot. ends)
Outfit customization: clothes/pants, head gear, and gloves/shoes/misc can be shown onto the characters on stages.
Improved AI movement, less janky. (but still hit a lot of trees though) Many bugs fixed, and AI difficulty is tweaked nicely.
The prototype stage has now ended. I have a workable foundation now. Next time it will be in Alpha stage, where the prototype menu will be replaced (many in placeholders at first), visuals will be worked on.
Sorry but no test play for the public. I only share privately.
Now it's time to put a halt on the project for my other work. For now it's not confirmed when the project continues.
Feb 5, 2021 -- Mirror Match (Prot. 0.34)
Another small update on the prototype. Adding some 'air flow' animations on 3 characters.
Changing the 'booster splash' to a bigger & more explosive ones.
Also adding a 'Mirror match' mode so to battle 1-on-1 with your own character.
Tweak difficulty slightly harder, and that's all for this update.
I may update once again some time this year to prototype 0.35/0.36: 'Assault Controls' & 'Ahead Boulder Obstacles'.
Apr 26, 2021 -- Minor Update (Prot. 0.34c)
Trees, Rocks, Grooves slowdown rebalanced. Slope boost rebalanced. AI speed rebalanced. Screen stuck when lose fixed.
Jul 27, 2021 -- Adding Gamepad Controls (Prot. 0.35a)
Adding Xbox gamepad control in game & menu. Players has to use directional key, or the left circle stick(preferably) to control if they connected gamepad into the game. 'A' to jump. 'Start' to quit the game. The control guide are not added just yet. It's not polished especially when controlling through the menus but it's sufficient right now.
Also, the annoying grooves tilting effects are removed (when the board hits the grooves), as it heavily affect gameplay using gamepad.
###
2022-2023 (CLICK TO EXPAND LOG)
May 5, 2022 -- Align Trees on Steep Zones (Prot. 0.35c)
As trees are pointing straight even on steep mountain hills, so when the steep zone is entered. The trees stay straight. Also, the click glitch is fixed so won't get click out the 'quit' button on race.
Sept 11, 2022 -- Gaps & Pause (Prot. 0.36a)
Adding gaps to add variety (similar to grooves but they drop riders to slightly lower ground). Added 'Pause' function during gameplay. And also improved gamepad control consistency.
Feb 6, 2023 -- Touch fix, UI button changes (Prot. 0.36d)
The taping on touchscreens changed from 'tap-n-release' to just 'tap' (jump, boost button & pause button). UI buttons resized a bit & change exit button appears after defeat or end of the race. Pause button added. Also speed up the game speed by 5%.
As trees are pointing straight even on steep mountain hills, so when the steep zone is entered. The trees stay straight. Also, the click glitch is fixed so won't get click out the 'quit' button on race.
Sept 11, 2022 -- Gaps & Pause (Prot. 0.36a)
Adding gaps to add variety (similar to grooves but they drop riders to slightly lower ground). Added 'Pause' function during gameplay. And also improved gamepad control consistency.
Feb 6, 2023 -- Touch fix, UI button changes (Prot. 0.36d)
The taping on touchscreens changed from 'tap-n-release' to just 'tap' (jump, boost button & pause button). UI buttons resized a bit & change exit button appears after defeat or end of the race. Pause button added. Also speed up the game speed by 5%.
DOG SMASHERS (prototype/demo)Genre: Pixel, Fighting, ViolenceSince I have my humble non-coder-friendly game engine C2 and the possibility is there, this should be an attempt to make a "workable" and small fighting game (for myself). If it works, then who knows that I might have better fighting game project in mind? :)
In concept, my PHILOSOPHY of building this game demo is: low pixel count, low designed, flawed, but functional. KEY FEATURES: - fighters but they're feral animals. - basic 2 buttons & 4 directional keys - plays like Street Fighter 2 (but with some combos) - deadly finishing moves 240x160 (4:3) |
Begin Concept: 2019, MayCURRENT STATUS: --- |
click to expand log
May 1, 2020 -- Blast from the Past
'Dog Smashers'... A title from my childhood make-believe fighting game... i think that came around 2002. (that's old) I even drew a comic around the dog characters... so nostalgic. This time-- let's not make it kids friendly.
Realistically, my idea is at mostly to reach the most basic fighting game elements(think original SF1). I would be nice to get to SF2 level if possible. When I start project, it should be done in 6 months time (coding is a priority than arts)
4 choose-able characters would just be fine: 3 dogs & a cat, and a wolf boss...
Right now it's way, way too early to plan for this project.