Dev Diary #15: The Design Phase

IMG_21102014_172951When we came to the decision to make Cally’s Caves 3, we knew that we would have to radically rethink many of the gameplay mechanics that were in Cally’s Caves 1 and 2.  One of the biggest benefits of creating a direct sequel is that it gives us an opportunity to do things differently.  We are proud of our first two games, but it’s always helpful to take a step back and try to evaluate what you’ve created from a different perspective.  Then, we can use our experience making the first two games to make Cally’s Caves 3 bigger, and much better.  This Dev Diary will outline many of the design decisions we made during the planning phase of Cally’s Caves 3 development.

Bigger, but not Always

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Cally’s Caves 1 and 2 were made of art assets that were mostly 32×32 pixels.  We managed to get away with it by zooming in a little bit on the assets, so they appear larger on an iOS screen that 32×32 pixels.  While we are happy to keep going in that direction, we know that we want to have some enemies or bosses that are quite large on the screen.  This presents a unique challenge, as some of the boss sprites are so big, they won’t fit on the in-game screen.  To account for this (and maintain the large size), we decided to implement a better boss introduction mechanic.  When the player first sees a boss, the game camera focuses solely on the boss object, to highlight the size of the sprite, and make sure players get a good look at the boss before the fight kicks in.   Continue reading

Development Diary #7: Art!

Today’s Dev Diary is written by Yal, who is one of the two artists working on Cally’s Caves 2 (along with OHKO).  She shares some of her experiences and insights into the process of creating art for a 2d platformer.

A guest article? Does that mean… there is a guest?! Um, well, yeah. Long story short: OHKO asked me whether I was interested in helping out doing some weapon graphics for Cally’s Caves 2. I said yes. Done, stop yawning. Now let’s change subject to the actual graphics! =]

Since a large majority of all AAA games released nowadays are FPS games, it’s only natural that they use guns. The problem is, most of them also try to be vaguely realistic, which in turn means all weapons are of the type “fires bullets in a straight line”. Now how fun is that? This also generally results in unbalanced weapons, since if all weapons fire in a straight line, why bother getting more than one? The answer is: because every new weapon is tons better than the previous one, so why bother keeping that anyway?

Contrast that with a game like Cave Story by Studio Pixel:

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 (Official screenshot from the game manual) Continue reading