It’s Time…

I’ve kept you waiting long enough.  I finally have enough animation and graphic work done to show you a very early Alpha Build of Barn Brawl!

Ummm…What’s an “Alpha Build?”

Oh – it’s a programming term.  Basically, the first working version of the game, typically filled to the brim with bugs, placeholder art, and all sorts of stuff that will change as the game develops.  In other words – it’s rough, ugly in spots, and has a lot of bugs that need fixed.  Don’t worry, I’m not releasing it like this.  I did want to give you a peek at some screenshots, though.

What I worked on this week (well, 2 weeks)

A lot, obviously.  Here are some highlights:

  • Added in 2 playable characters.
  • Automated animation timings and synced them with other game actions (like pulling weeds or breaking rocks just as the tools strikes!)
  • Fighting mechanics & FX (weapon trails, impact hits)
  • Knockback (think Smash)
  • KO animations and recovery
  • Field Junk Generation (with random rotation and multiple variants)
  • BOMBS!!  The Insta-Weeds bomb looks really cool, and is a total pain when used in game!
  • Seeds that grow when planted; crops that display, grow, and can be harvested.
  • Full Game Loop now works!

I’ve been busy!  Sorry I missed last week’s DevLog…I think I may have missed 2?!?  Either way, Barn Brawl is coming along.  We’ve got the Southeast Game Exchange in a little more than 2 weeks.  My focus now will be on generating a playable demo build that runs without a hitch.

To Make up for missing DevLogs – a treat:

Here’s the Announcement Trailer for Barn Brawl!

Be kind…remember, this is Alpha – and there are TONS of things I’ll need to fix before folks play the game.  I’ll do another post soon with more info.  It’s super late, and I just finished publishing the trailer so the folks at SEGE can include it.

That’s it for this update!  See you soon!

Ferg