awkgamedev
awkgamedev
AWK Development Blog
60 posts
I'm currently working on Harmon:i:c, a puzzle game made with the Godot game engine. You can play a demo right now at https://awk.itch.io/harmonic. I'm on Twitter too @AWKgamedev
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awkgamedev · 8 years ago
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Harmon:i:c - Recap #36
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Progress: + Decided to revamp secrets, now secret paths don't rely on the "relative position entry" mechanic which gives me a lot more design freedom, there's still no incentive for doing secret levels but I have some new mechanics in mind + Pretty happy with the new Level 1-1 - I will have to redo all levels to accommodate the new secrets design
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awkgamedev · 8 years ago
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Harmon:i:c - Recap #35
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Progress: + More level design - Having a hard time balancing difficulty and fun - Didn't get much done
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awkgamedev · 8 years ago
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Harmon:i:c - Recap #34
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Progress: + More work on levels + Minor shader adjustments
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awkgamedev · 8 years ago
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Harmon:i:c - Recap #33
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Progress: + More level design, balancing difficulty while making levels fun is hard + Several minor polishing tweaks like black swipe transition removing bridges and CRT shader moving a bit slower + Fixed shaders looking odd in non-square resolutions
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awkgamedev · 8 years ago
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Harmon:i:c - Recap #32
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Progress: + Working on levels, some actual content for once
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awkgamedev · 8 years ago
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Harmon:i:c - Recap #31
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+ Pixel grid shader + CRT hooked up to the bouncy springs + Juiced up the map, map toggle and black swipe animation + ESC to go back to the level hub and then again to quit the game + Fixed the player disappearing for one frame when switching levels + Many minor tweaks and fixes to shaders
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awkgamedev · 8 years ago
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I played around with the chromatic aberration colors and got this bevel effect by setting it to black and white, I think I will be using a difference color scheme for each chapter.
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awkgamedev · 8 years ago
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Harmon:i:c - Recap #30
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Progress: + Vignette and blur shader + CRT shader with distortion, chromatic aberration and scanlines + Tweaked aBridge overlap effect to look less blinky and more dynamic + Re-enabled glow effect, now with auto exposure for darkening the scene around very bright stuff + The main Viewport's size is now extended instead of everything just being scaled up, now the game is rendered at the window's size instead of being locked at 320x320 + Slight bounce effect when the camera moves to give it the impression that it's falling slightly behind the player + Fixed shader animations changing with framerate, it should now remain stable no matter how fast the game is running - Things still look a bit too soft and not sharp enough for my tastes, I need to tweak the scanlines in particular
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awkgamedev · 8 years ago
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Working on shaders and porting the old ones I had, starting with the pixelization shader I used for motion smears and such.
The shader now has a simulated spring that can go in any direction and I just need to apply force to it, the old version used tweens which didn't play out very well when there were several different sources applying forces at the same time, I can also change the damping to make it more or less springy. Right now the shader is used for the map toggle and when the player tries to move to an occupied space, there's still some tweaking to be done but the new system is far more flexible and should allow for more analog-looking wobbles, I will probably be using the same system for most other effects like blur and chromatic aberration. It has also been a long time since I did a proper progress post, it's nice to be working on fun-looking stuff again.
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awkgamedev · 8 years ago
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Harmon:i:c - Recap #29
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Progress: + Spring system for bouncy shader animations + Pixelization smear shader for map toggling, hitting walls and rewinding + mShader module and anShader animation for controlling shaders + Some node structural changes - You can’t actually see the shader in static shots
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awkgamedev · 8 years ago
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Harmon:i:c - Recap #28
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Progress: + Swapped a few levels around + Work on level 1-3 (which was level 1-4 before) + Added a debug actor that lets me manipulate game progress like unlocked levels and see actor coordinates + Boring bugfixes and tweaks
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awkgamedev · 8 years ago
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Harmon:i:c - Recap #27
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Progress: + Working on Level 1-4 + Scanline and glow effect, I haven't touched shaders yet though + Movement input buffering for animations, now you can speed up animations to skip them and you will also move once the animation is finished + More sounds added + Fixed many bugs and issues, particularly related to rewinding
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awkgamedev · 8 years ago
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Harmon:i:c - Recap #26
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Progress: + Kinda finished Level 1-2, didn't test it extensively yet + Ported old Level 1-2 (now 1-3) since I liked it, I will probably put the other old levels in some kind of hard mode extra chapter and make new ones with a smoother difficulty curve since that was the main complaint, still trying to figure out what a good curve is + Added player step and swipe sounds + The experimental module system I made (pic related) is working out fine so far + Moved a few variables around to a singleton, wow
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awkgamedev · 8 years ago
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Harmon:i:c - Recap #25
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Progress: + Animations can now disable input, still have to implement animation skipping + Working on level 1-2 which should be a better introduction to pins and bridges than the old version, it should also teach camera mechanics better + Secret path for level 1-1 + Fixed the misaligned map camera
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awkgamedev · 8 years ago
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Harmon:i:c - Recap #24
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Progress: + Placeholder for what will be the pause menu eventually, no visuals yet but you can quit the game now, woah + A bunch of fixes and improvements to the animations system - Spent way too much time on fixing a silly bug - Still not working on fun stuff
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awkgamedev · 8 years ago
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When It Hits the Fan is now released!  Thanks for everyone’s support!  Please like and reblog if you can since I’m still relatively unknown! 
Check it out on Steam: http://store.steampowered.com/app/522900/When_It_Hits_the_Fan/
And Itch.io:  http://yomic.itch.io/when-it-hits-the-fan
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awkgamedev · 8 years ago
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Harmon:i:c - Recap #23
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Progress: + Finished black swipe animation and fixed level button draw order + Some boring bug fixes, cleanup and simplification of the structure - Didn't work on it much this week
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