All posts by headbang

Devblog part #22 – Where do I start.?.

It’s been 2 months since my last update, that doesn’t mean there was nothing to update about, on the contrary, there is plenty, I just didn’t get to it, till now.

So, first I want to start with some exciting news!
I’ve teamed up with a group of very talented artists who will take over all graphical aspects of the game, they are called Oray Studios, check out their website.

I’ve been in constant contact with them over the past month and we already made some great progress.

Here are some character concept designs by Oray Studios
Bad Pad - Concept Character 01

Bad Pad - Concept Character 2

Bad Pad - Concept Character 4

World theme concept designConcept

Game map
Map_day 2

Here is a playthrough of the first level with some of the new graphics (not all final).

And on to some new game stuff!

1. New submarine levels

2. 3D printer – Modification device, entering one of these devices will change/upgrade your character, there are a few types of these machines that I’ve already setup

A. Size machine, one that makes you larger and one that makes you small and the one that mother gives you turns you back to 1″ tall.

B. Red mode/God mode/Angry mode – When you red, don’t be afraid, run run bad pad.

C. Energy upgrade – There will be a few of these scattered throughout the game, each one can be used only once and it add 1 more hit to you powerbar.

D. Special Abilities – some abilities will be acquired throughout the game, abilities like Bash Drop, Air Gliding, Double Jump, etc.

3. Breath, breath in the air, you now have 30 seconds of air under water, but don’t worry you’ll have enough places to catch your breath!
On some levels you will receive scuba gear for unlimited air supply.

4. New pick-able items, bombs for clearing up blocking rocks and a magnet helmet for magnet platforms.


5. Round and round… and round, rotating platform wheels, nothing fancy, just fun.

6. New missile launcher logic.

7. Explosive barrels

8. Another possible game-play for boss level.

There’s a lot more that I probably forget, but for now I think it will do, till next time happy holidays!

Devblog part #21 – Some new game features.

As I mentioned in my previous post, while keeping the game mostly a platformer I decided to add some adventure-like features to the game.

Basic Inventory

A pretty common feature for an adventure game.
Inventory is used to keep items you pickup along the way, so they can later be used elsewhere and help you advance in the game.

While in all traditional adventure game the inventory does not have a maximum item limit, I decided to simplify and limit it to 1 item at a time, picking up a new item will drop the previous one.
This will keep the game and interactions more flowing and will not require any additional button/keys pressed to pickup, select or use an item.

So, there are a few types of items I am planning on but the list is not done yet, for now here is one of the items, that is more of a tool, a torch, pick it up to light up dark places (see video at the bottom).

Object and scene manipulation

Another addition to game is push-able crates and floor weight-triggers.
The floor triggers are used to open up gates for now, but they can be assigned to do other things.
The crate in this instance is used to active the floor trigger to keep the gate opened.

Level Design – Progress
World 1

Level 1 – 6 scenes done – completed
Level 2 – 3 scenes done – in progress
Level 3 – 5 scenes done – in progress
Level 4 – 0 scenes done – not start yet

Once I’ll get all 4 levels done I will upload a new version to the site, stay tuned.

Devblog part #20 – Whole Lotta Code

The new version of Bad Pad has taken a little twist in the level design department, I’ve decided to connect a bunch of layouts together to make one bigger level, while still keeping each layout small/mid size.
Each level will have 6-8 scenes, each world will have 3-4 levels and there will eventually be 4 worlds, but for now I am focusing on world #1.
I’ve got most of level 1 and about a third of level 2 done, 12 scenes in total, but not all completed.
I also made some changes added a few new things to the game,

1. Lights now comes in different colors.

2. Fans behavior changes, I played more with the gravity to give it a more bouncy effect.

3. New shadow system, applied on some platforms and obstacles.

4. New fish enemy, it swims straight till it hits a wall than it flips, if the player is closer than 200 pixels the fish will swim in his direction.

And here is a little playthrough of level 1, once I’ll finish designing and building levels 1-2 I will upload a new build to the site.

Devblog part #19 – It’s been a long time since I blogged and coded …and a new game for all

It has been a long time, too long probably, here’s what you missed,

Lets start with a new game I made recently and it’s available for free on google play store and online as of today, it’s another causal one touch game, check it out!
Blaster Boy – play for FREE

Now back to Bad Pad, About 2 months ago one of my main HD failed completely, unfortunately most of my personal projects were on it and some were not backed up at any point at all, that includes Bad Pad.

I just recently started freeing some time to get back to work on my personal projects, one of them is “Blaster Boy”, which I posted above and I also started working on Bad Pad again from scratch, I got pretty far and there are also some new stuff, but still, I am not at the point I was before, so I am not going to upload a new version for now.

So, enjoy the new game and stay tuned for more updates on Bad Pad soon!

Devblog part #18 – Status update and some new stuff

It’s been a little while since I last posted, here is what I’ve been working on.

First a little heads up, in the next few days I will release an update to date alpha version to the site, so stay tuned!

There were a few changes to the game, first I changed the jumping mechanics a little, so now jumping is even and never missed on slops/angled platforms, also this has majorly affected the wall climbing mechanic, in a good way in my opinion, but it did require some minor level design adjustments.

The second thing was more time consuming and not 100% done yet, I changed the background wall tile and the main foreground 9-patch floor tile into 2 tile-map layers that are using the same 512×512 image with a 32×32 tileset, building the levels with a tilemap is more time consuming than just placing objects, but it’s more efficient in rendering, it makes it much easier loading different maps for different world/styles and it will also make it easier for me to make an in game level builder/editor in the future.
Currently I have updated the first 30 levels using tilemaps, when I’m done I will upload the new version, the new version will also have 3 new levels, updated game menu, some more concepts for the intro section and a few more features.

The third thing I added is a new teleporting platform, it teleports when you land on it, this could also be a nice way to incorporate some logic puzzles into the game.

The last thing is 2 different angle slops for the main walking area, player gets slop’s angle when overlapping.

Devblog part #17 – Obstacles types step is done

I added another 2 type of obstacles to the game and that concludes step 3 of the development.

The first one is a flying following ghost type enemy.

The second one is a variation of the xPad Launcher I wrote about in my previous post, this one shots the x buttons in straight angles, also I added more gravity to the missiles.

Devblog part #16 – A new type of obstacle and an old one updated

I added an X-pad mini-X launcher, they launch at your direction so you better move fast!

I also updated the spikes, some of them are now moving in a sine, on one hand this makes it easier since you don’t need to zigzag and you can climb the same wall with the right timing, but on the other hand it makes it harder because you need to always pay attention and be aware of what’s coming next.

Devblog part #15 – Another 2 types of obstacles added

Another 2 types of obstacles were added to the game.

The first one is bouncing lava balls with some cool particle effects.

The second one is falling rocks, this is more of a level type than an obstacle, they spawn randomly around the player, shake for a little, then drop.
I might put some on the other levels, but with a preset location and a collision trigger.

Last but not least I would like to send a big shout out to Bonnie Burgette for writing an article about my game on Indie Game Magazine.

Devblog part #14 – 3 types of obstacles added

Moving along with step 3 of the development, another 3 types of obstacles were added to the game.

The first one is an axe pendulum.

The second one is lasers, the lasers have 3 steps, the first one is expanding the laser from 0 width to X width, the second step is blinking 3 times, this is a hint for early jumping strategies and the 3rd step is off for a X seconds.

The third obstacle is mines, mines will be found in water areas only, when the player is in a 200 pixels distance from a mine it will start to blink, on 150 pixels it will turn red and on collision it will explode.

Devblog part #13 – Alpha build updated to version 0.4

Bad Pad Alpha v0.4 includes:

* Changes to some of the previous levels and a few new levels with all the missing platforms and game features, these levels are mostly for testing and showing game features and are not final design.

* Added character temporary/first attempt animations for all actions and states.

* Fixed some controls issues.

* Player is now a little bit bigger.

* You can now jump straight out of the water if you hold the jump button on resurfacing.

* In the cart level (43) you can now slow down the cart by holding the other direction of the movement.

Play Bad Pad – Alpha v0.4