In recent weeks, I’ve been deeply immersed in enhancing my indie game, “Do Drop.” This journey has involved everything from designing levels and crafting puzzles to fixing bugs. I’m excited to share the progress and insights from this creative endeavor.
A significant portion of my efforts has been dedicated to expanding the game’s levels. Previously, “Do Drop” had limited locations, with the desert being the primary setting. While the desert’s tumbleweeds are a key feature, the game needed more diversity. It was time to broaden the game’s universe.
Longtime followers might remember my earlier attempts to expand the map, which were often incomplete due to the evolving scope of the game. A pivotal change was the camera system, which transitioned from a fixed to a more dynamic setup, allowing for larger rooms. Finalizing the game mechanics, as discussed in the last development update, was another crucial step.
I began by cataloging all game elements, including items, abilities, upgrades, and bosses. Using a level design tool, I quickly sketched out the rooms, with each grid block representing about 20 tiles. This method helped me visualize the game’s flow and map connectivity without creating individual rooms in the game engine.
After completing the map, I moved to the game engine to design each room meticulously, a process that took several weeks. Adjustments were made as needed to ensure the right scale and flow. Now, the map is ten times larger than the demo version, offering a more immersive metroidvania experience, even though some bosses and enemies are still in development.
With the expanded map, a more sophisticated mini-map system was necessary. I revisited “Do Drop’s” map system, adding features like token placement and removal. Inspired by “Hollow Knight,” I focused on creating a user-friendly map system. I’m eager to hear your thoughts on what makes a mini-map effective in a metroidvania game.
Currently, the mini-map rooms are basic placeholders. Once a room’s design is finalized, I’ll create a detailed map, similar to the existing tumbleweed area.
I’ve also been refining various game elements, such as ensuring walls explode on both sides when bombed and adding sound effects for interactive elements, reminiscent of “The Legend of Zelda.” Smooth vertical room transitions have been implemented to enhance the gaming experience. These details, though small, significantly improve the game’s quality and will be a focus before release.
While all rooms are now included, most feature only basic tiles. I’m working on unique props, backgrounds, and larger items like buildings. This phase allows for artistic experimentation, adding dynamic elements like a lava waterfall and depth with foreground layers. However, my priority remains on finalizing enemies and bosses to ensure solid gameplay before completing the artwork.
I’m thrilled to report that “Do Drop” has garnered nearly 177,000 wishlists on Steam, a significant increase from 14,000 last month. Your support is invaluable, and if you haven’t already, please wishlist “Do Drop” on Steam. The game will be available on Windows, Mac, and Linux, with compatibility for the Steam Deck. A potential Nintendo Switch version depends on the game’s launch success and ongoing interest.
I’m excited to announce that composer Peter Rejones is back to create additional tracks for “Do Drop.” Our collaboration has resulted in a special track that we can’t wait to share.
I’d like to thank our sponsor, Brilliant, a platform offering interactive lessons in math, data analysis, programming, and AI. Brilliant emphasizes learning through problem-solving, fostering critical thinking skills. If you’re interested in programming, Brilliant provides courses to build foundational skills and apply them in real-world scenarios. Try Brilliant for free for 30 days at brilliant.org/goodus and receive 20% off annual premium subscriptions.
For more content, including Q&As and pictures, visit my website, Good St Fun. Now, it’s time for me to return to developing “Do Drop.” Thank you for your continued support, and I’ll see you next time!
Engage in a hands-on workshop where you will design a new level for “Do Drop.” Use a level design tool to sketch out your ideas, focusing on map connectivity and flow. This activity will help you understand the intricacies of level design and the importance of creating an immersive game environment.
Analyze the mini-map systems of popular metroidvania games, including “Hollow Knight.” Discuss what makes these systems effective and propose enhancements for “Do Drop’s” mini-map. This activity will enhance your understanding of user interface design and its impact on gameplay.
Participate in a session focused on refining game mechanics. Work in groups to brainstorm and implement small but impactful changes, such as sound effects and room transitions. This will give you insight into the iterative process of game development and the importance of detail.
Challenge yourself to create unique props and backgrounds for a section of “Do Drop.” Experiment with dynamic elements and foreground layers to add depth. This activity will allow you to explore artistic expression within the constraints of game design.
Develop a strategy to engage the gaming community and increase wishlist numbers for “Do Drop.” Consider social media campaigns, collaborations, and other marketing tactics. This will help you understand the role of community support in a game’s success.
Here’s a sanitized version of the YouTube transcript:
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Over the past several weeks, I’ve been working diligently on my indie game, “Do Drop.” From level design and puzzles to bug fixes, I want to share what I’ve been up to.
The bulk of my time has been spent working on levels. It might have been obvious to some of you, but “Do Drop” has been lacking new locations for a while now. I’m sure many of you are tired of seeing the desert location. While tumbleweeds are an important part of the game, they shouldn’t be the only aspect. It was clear to me that it was time to expand the world.
For longtime viewers of the channel, you may recall that I’ve made several partial or unsuccessful attempts to build out the map in the past. This was mainly due to the changing scope of the game. One significant factor was the camera system, which used to be locked but is now more flexible, allowing for larger rooms. The biggest challenge was not having the mechanics finalized, which, as you may know from the last devlog, they finally are.
I started by making a list of all the items, abilities, upgrades, and bosses in the game. Then, I used a level design tool to quickly block out the rooms, with each grid block representing about 20 tiles. After building out an area, I indicated which rooms had locks and puzzles or required certain abilities to access the boss. This approach allowed me to get a good sense of the game’s flow and how the map would connect without creating a single room in the game engine.
Once I finished the map, I jumped back into the game engine and designed each room one by one, which took a couple of weeks. If a room felt too big or small, or if an area needed tweaking, I updated the map accordingly. It was exciting to see how the map and world evolved as I worked on it. Now, every room has been built, and you can technically play through the entire game and reach the credits. For those curious, the map is now about ten times the size it was in the demo, which is quite exciting. Even though not all the bosses, enemies, and hazards are finished, “Do Drop” is starting to feel like a true metroidvania.
A larger map means we need a better mini-map system, so I revisited “Do Drop’s” map system by giving players the ability to place and remove tokens. I once read a review that suggested if you’re going to take inspiration from “Hollow Knight,” you should focus on its map system, and I took that to heart. I’m curious about your thoughts: what do you think is crucial for a mini-map in a metroidvania? Please let me know in the comments.
Currently, most of the mini-map rooms look like basic boxes, which are just placeholders. Once I’m 100% sure that a room is finalized, I’ll create a more detailed map, similar to what you see in the tumbleweed area.
I’ve also been working on polishing certain aspects of the game, like ensuring that walls blow up on both sides when bombing a crack or adding sound effects when a block is pushed into a slot, reminiscent of “The Legend of Zelda.” Additionally, I’ve been adding smooth vertical room transitions. These little details can significantly impact the game’s quality, and we’ll be focusing on them more before the release.
Another area I’ve been exploring is new artwork. While all the rooms have been added, most only have their basic tiles so far. I still need to create unique props, backgrounds, and larger items like buildings. This has allowed me to experiment with how these areas could look, incorporating more dynamic props, such as a lava waterfall, and adding depth with foreground layers. I’m excited to see how these areas develop, but I want to emphasize that I’m currently prioritizing finishing the enemies and bosses. While artwork is important, gameplay takes precedence, and I’d rather ensure the gameplay is solid before finalizing the art.
Last time, I shared how many wishlists “Do Drop” currently has, and I’m thrilled to report that we now have almost 177,000 wishlists, which is incredible considering we were at 14,000 just last month. Thank you all for your support! If you haven’t wishlisted “Do Drop” on Steam, please do, as it helps us tremendously.
Additionally, “Do Drop” will support Windows, Mac, and Linux, which also means compatibility with the Steam Deck. Many people have been asking about a Nintendo Switch version, and we’re not sure yet. It all depends on the success of “Do Drop’s” launch and whether there’s still interest in the Switch, especially with a new model potentially being announced this year.
I’m also excited to announce that we’ve brought back composer Peter Rejones to create a few more tracks for “Do Drop.” Peter and I have been collaborating on a special track that we’re eager to share.
I want to take a moment to thank our sponsor, Brilliant. Brilliant is a platform where you learn by doing, with thousands of interactive lessons in math, data analysis, programming, and AI. I appreciate that Brilliant helps build critical thinking skills through problem-solving rather than memorization. Each lesson is filled with hands-on problem-solving that allows you to engage with concepts, making it a more effective learning method than traditional lectures.
If you’re interested in programming, Brilliant offers a growing number of courses to help you build foundational skills and learn real-world applications. You can get started with Python and begin building programs right away. To try everything Brilliant has to offer for free for 30 days, visit brilliant.org/goodus or click the link in the description. You’ll also receive 20% off annual premium subscriptions.
Lastly, be sure to check out my website, Good St Fun, where you’ll find various content, including Q&As and pictures. Now, I need to get back to work on “Do Drop,” so I’ll see you all next time!
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This version removes any informal language, filler words, and maintains a professional tone while preserving the content’s essence.
Game – A structured form of play, often undertaken for entertainment or fun, and sometimes used as an educational tool, especially in the context of computer science and software development. – The development team spent months refining the game to ensure it was both engaging and educational for users learning to code.
Design – The process of envisioning and planning the creation of objects, systems, or interactions, particularly in software and user interfaces. – The design phase of the software project focused on creating an intuitive user interface that enhanced the user experience.
Coding – The act of writing instructions for a computer to execute, using a programming language. – She spent the afternoon coding a new feature that would improve the application’s performance.
Programming – The process of creating a set of instructions that tell a computer how to perform a task, often involving problem-solving and algorithm development. – Programming requires a deep understanding of algorithms and data structures to efficiently solve complex problems.
Mechanics – The rules and systems that govern the operation of a game or software application, often focusing on user interaction and functionality. – The mechanics of the new app were designed to be intuitive, allowing users to easily navigate through its features.
Map – A representation of data or a virtual environment, often used in software development to visualize complex information or to create virtual worlds in games. – The developers used a map to visualize the network architecture and identify potential bottlenecks.
System – A set of interacting or interdependent components forming an integrated whole, often referring to computer systems or software ecosystems. – The new operating system was designed to be more secure and efficient than its predecessors.
Development – The process of creating, testing, and refining software applications or systems. – The development of the new software application involved extensive testing to ensure it met all user requirements.
Engine – A software framework used to build and run applications, often providing core functionalities such as rendering, physics, and input handling. – The game engine allowed developers to create realistic graphics and complex simulations with ease.
Community – A group of people with a common interest in software development, often collaborating and sharing knowledge through forums, social media, and open-source projects. – The open-source community played a crucial role in the development of the new programming language by contributing code and providing feedback.