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Devlog
Paablo's Game: Dev Log 28
May 04, 2022
by
Lost One Studios
Here's a new take on the main menu music. The story of the game is on the darker side so I'm trying to experiment with darkening the atmosphere. This is just two guitar tracks so really just a rough d...
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Paablo's Game: Dev Log 27
April 24, 2022
by
Lost One Studios
Just added in an audio system to be able to organize and prioritize SFX and music in the overall mix. Also wrote a rough draft of some music for the main menu. For now I’ve borrowed a track for the...
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Paablo’s Game: Dev Log 26
April 21, 2022
by
Lost One Studios
The last few days I've put some effort into improving visuals for Paablo's Game. I still need to update the animations that play when a spell is cast but everything else is starting to come together...
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Paablo's Game: Dev Log 25
April 17, 2022
by
Lost One Studios
Spells can chain into each other to allow for drastic changes during the game...
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Paablo's Game: Dev Log 24
April 12, 2022
by
Lost One Studios
After many iterations it seems like we're finally getting close to something unique and fun. Having to strategize around a changing environment and try to knock your opponents pieces off the board def...
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Paablo's Game: Dev Log 23
April 02, 2022
by
Lost One Studios
Finally getting back up and running after the redesign. Hoping to show off some of the new environmental effects with visuals soon. For today I just did another pass on the visual for hovering a tile...
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Alchachess: Dev Log 22
March 26, 2022
by
Lost One Studios
It's been a long time since I've written any music so it was really nostalgic to sit down and think through a theme/motif for Paablo's Game. I don't know if this is too sad for the main theme but I de...
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Alchachess: Dev Log 21
March 17, 2022
by
Lost One Studios
New piece layout. More like chess but still with spell casting. Liking this placeholder music too...
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Alchachess: Dev Log 20
March 12, 2022
by
Lost One Studios
New working title for this game is "Paablo's Game" - The reason for the name change has to do with the story but I want to leave that as a surprise. Hoping to release a demo this month where you can p...
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Alchachess: Dev Log 19
March 09, 2022
by
Lost One Studios
Working on a dynamic piece select list. I took some inspiration from #hearthstone for the power and health display numbers...
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Alchachess: Dev Log 17
March 05, 2022
by
Lost One Studios
Been working on simplifying the interface so it's easier to understand what's happening. The big difference in this snapshot is the updated effects when hovering over a tile. There's still work to do...
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Alchachess: Dev Log 17
March 02, 2022
by
Lost One Studios
Reduced board size and started changing the atmosphere to be a little darker. I made the board smaller to decrease the amount of things the player has to track. Having to keep track of the health, pos...
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Alchachess: Dev Log 16
February 27, 2022
by
Lost One Studios
done refactoring for now... need rest.. then back to building...
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Alchachess: Dev Log 14
February 20, 2022
by
Lost One Studios
The game now starts with each player taking turns selecting pieces. There are 4 pieces which all have different stats. Knight: Defense Witch: Power Gargoyle: Mobility Demon: Balanced...
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Alchachess: Dev Log 13
February 16, 2022
by
Lost One Studios
Tons of changes coming as soon as I can catch up on some refactoring: - selecting your pieces at the beginning of a game - spells stacking and being able to be cast on a later turn - new UI - new spel...
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Alchachess: Dev Log 13
February 07, 2022
by
Lost One Studios
Doing some testing to improve the depth of gameplay. I don't want to make it any more difficult to play but if a player is interested in mastery they should have some rich strategic depth to explore...
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Alchachess: Dev Log 12
February 02, 2022
by
Lost One Studios
Increased the size of pieces and removed one column from the board to bring it to 8x8. At this point I need to up the AI's intelligence so it's harder to beat. --Side Note-- Spell names are randomly g...
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Alchachess: Dev Log 11
January 30, 2022
by
Lost One Studios
Decided to improve the atmosphere and add some mystery to the opponent model. There will be a few levels of AI to choose from in game and I'm hoping one can be a ML agent that will learn while the pla...
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Alchachess: Dev Log 10
January 26, 2022
by
Lost One Studios
Changed how spells work. Now they affect pieces and the environment. Environmental effects can be used to trap/block movement of enemy pieces, effectively preventing them from being able to make speci...
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Alchachess: Dev Log 9
January 22, 2022
by
Lost One Studios
Finally beat version 1 of my AI!! This is a simple implementation of an AI that assesses the board by assigning scores to each possible move. They consider many factors including how much damage a mov...
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Alchachess: Dev Log 8
January 19, 2022
by
Lost One Studios
Pieces leveling up is something I really want to have as part of the main strategy of this game. I think it would be interesting to be able to choose pieces you find valuable and try to level them up...
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Alchachess: Dev Log 7
January 15, 2022
by
Lost One Studios
Starting to get the piece UI in place. Still a LOT of polish needed but I'm liking seeing the stats for the piece hover right around it and not on a separate UI. I also added a placeholder opponent mo...
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Alchachess: Dev Log 6
January 12, 2022
by
Lost One Studios
Added a more interesting environment to play in including a day/night cycle. I have the day and night cycle sped up in the video to showcase. I'm debating leaving this free movement camera in the game...
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Alchachess: Dev Log 6
January 08, 2022
by
Lost One Studios
Cleaning up the level up system today. Getting the timing of each animation to feel good and not take too long is tricky. If anyone has recommendations for resources about designing this kind of user...
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Alchachess: Dev Log 5
January 05, 2022
by
Lost One Studios
Almost done with the phases that make up a turn. Making sure all the data is registered and all the animations play at the correct time has been a bit of a challenge but at this point pieces can move,...
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Alchachess: Dev Log 4
January 02, 2022
by
Lost One Studios
Spent this morning working on the leveling phase of each turn. When a piece's attack results in being the health of another piece to 0 that other piece is destroyed and the attacking piece gains exper...
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Alchachess: Dev Log 3
December 29, 2021
by
Lost One Studios
#gamedesign, #pokemon, #finalfantasy
Spent today's working session on the calculations for gaining levels. Took some inspiration from final fantasy and pokemon as far as how to calculate how much exp a piece gains from defeating another...
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Alchachess: Dev Log 2
December 27, 2021
by
Lost One Studios
Finally fixed an annoying bug that made it so all the data was lost on tiles down and left of a piece that was moved. The but was in the distance calculation. To get the distance of the path selected...
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Alchachess: Dev Log 1
December 24, 2021
by
Lost One Studios
Today's session was focused on the chain of events that are triggered when a player moves a piece. I've found that a set of phases (move, cast spell, upkeep, switch players) where the phases play out...
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Alchachess: Dev Log 0
December 23, 2021
by
Lost One Studios
I'm really excited to be working on a new game. The concept is similar to chess where each player tries to move their pieces around the board and defeat other pieces. The biggest difference is that th...
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