BloatLand - A WarioLand Inspired WG Inflation Platformer (0.1.41)

HYPE!!! im so excited i love your stuff sm!!!

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I’ve got the new village laid out, now I just need to implement all of the extra mechanics and whatnot to tie it all together. This may include a new water inflation transformation, since one of the obstacles in the village needs it.
Oh, I also made some small tweaks; Can’t carry enemies/objects through doors anymore, health pickups, and some invincibility frames for the inflation form.

Uhhh yeah that’s about it, have this unrelated doodle of Googal.

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In 0.1.22, the entire village area has been revamped and improved, as well as a few gimmicks were added here and there.
I simply did the minimum required to get this objective in the level working again so I can export another build and get feedback. There are still plenty of little things I need to do, but the major stuff is functional.

Summary
  • Remade village area
  • Implemented water, rapids, and swimming
  • Added water inflation transformation
  • The air inflation transformation does not end whenever touching a ceiling now, instead, jumping while on the ceiling will push you away from it.
  • Gave transformations invincibility frames, as well as taking away health whenever hurt while transformed
  • Health pickups
  • Added a big bonfire, and did a lot of under the hood work with attack types and how they interact with hitboxes
  • The player cannot enter doors while holding something now, special ways of getting holdable items out of the houses were added
  • Wind and special platforms were implemented, only wind is used at the moment

Hoping to add and tweak some more stuff in this area, as well as just clean up the mess I made while revamping the village. My hope is to get the first level looking really nice by September 6th, but to be honest that’s probably way too over ambitious. I still gotta finish up the village, while maybe even extending the rightmost side to match how much larger the village is now, before even getting to start on making things pretty.

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quick question how do i get to the village

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Whenever you first enter the level, simply head left and you’ll be in the village in no time.

If you’re still having trouble, further left is the chiefs room, and other sections of the village by going through the little doorways on the buildings.

now i feel silly how do i get the water inflation

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This is a bit more hidden away and not very obvious, in the house with the big fire in it there is a blue diamond shape. Touching it will transform googal into a water balloon.

Or you can just press the ā€œbackspaceā€ key to give yourself the water inflation transformation at any time.

Saw your game on YouTube, and that boss in the demo, and I have to say. …that boss is way too charming for words. I almost don’t even want to beat it up.

Are the bosses all gonna be furries of some sort? What kind of protagonists are there besides the main one? Usually, when it comes to projects, I like to ask about the characters, since they tend to be my favorite thing about some of my favorite games. :slight_smile:

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That’s cool!! I’m glad people like Mountill, I didn’t expect him and his boss fight to come out as well as it did.

So if I end up being able to actually add in all of the bosses I want, I’d say maybe over half would be furry-like? I’ve got a couple good ideas for boss battles but I’m just going to have to see if I have the time and energy to implement them.
Hmm as far as I know, Googal is going to be the only protagonist, I’ve had fleeting ideas of giving Googal a sibling but I probably won’t go through with that just yet.
Oh yeah getting to know the characters and their interactions is fun!! I’m hoping to be able to create a lot of fun, interesting characters that people care about in this game. ^w^

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It would be cool to see an anthro-ish playable if many of the villains are gonna be, just to give furries someone to gravitate towards.

What exactly is Googal supposed to be?

Multiple skin/playable characters would be fun, but I think it’d be way too much work considering how many sprite the player character is going to need. A temporary transformation is always possible though.

She’s supposed to be a blob, I’ve had thoughts of making her a slug if I need to fit a more anthro theme, but I think I’m gonna stick with her being a slime :3

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Actually, I think a slug would be awesome. You don’t see many slug anthros out there, and I think sea slugs, especially, are amazing.

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I’d say make her whatever you want her to be, don’t cater to people making requests or demands, haha.

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It’s not really a request or anything. I’m just saying slugs can be cool.

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I don’t really have a lot for this progress report, so have Mountill blowing up Googal like a balloon.

I made a small handful of finished sprites for googal, and began working on the Villigers and Filligers.
I doubt I’ll have everything prettied up by September, I might be able to if I had all the free time but I’ve got other things to do too sadly. I’m still aiming to get something big done by then but it may not be to the scope I was hoping.

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Gosh, this is shaping up to be a super fun game. Googal’s adorable even in her prototype stage.

The fact you’ve got her movement and basic attacks down is an excellent start, it’s just a matter of slapping together levels that compliment what she can do. :>

Even if the next update isn’t quite up to the scale you’re hoping for, I’m looking forward to seeing more, nonetheless.

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Thanks! Yeah I’m feeling good about the foundation, but I still got a ton of work to do >w>

I appreciate hearing that, it’s becoming more unlikely that I’ll get something big ready by then so at least people will still be interested in whatever comes next.

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Hey, it’s still been very slow, so much so that I just skipped the progress update last week.
I got the villigers and filligers movements ā€œā€œdoneā€ā€, and have been going at a snails pace with Googals sprites. Also, I scraped a good portion of the stuckage mechanic since it’s way too time consuming to set up and it’s far too prone to bugs. Now when you get stuck in a transformation, it simply ends the transformation.

I am a little worried with how time consuming making the art will be, but I feel like it’s just an issue with motivation at the moment. There’s also a lot of polishing I need to do on the gameplay side, and I’ve already decided that I’ll probably have to hire or commission someone to make the music, since I don’t have the time or skills to do it myself.
Either way, I’m trying not to push myself too hard, it’s just is what it is.

Here’s some more Googal sketches for yall


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It’s been so long since I released a build, I figured I’d go ahead and release 0.1.23.

The main, immediately noticeable thing is that, Googal has nearly finished sprites, as well as a more natural tileset!! I designed the tileset to be easily reusable for different environments so hopefully that’ll save me some stress.
I also made a log tileset but I’m not too happy with it, I think for the interior and house stuff I’m just gonna have to lock in and make something that looks good.
I also added dudes that walk around (One of them will feed you honey combs!), and did some under the hood work.

Sorry this build isn’t much besides some visual improvements, progress has just gotten really slow. My plan has changes to have a nice demo put together by the end of the year, which I think is a little more reasonable. Also while I’ll be making finished art assets for everything that’s already set in stone, I’ll probably stick with mockups for stuff that is still up in the air.
Also I recently heard the saying ā€œMake your first level lastā€, so now I’m not wanting to polish the first level of my game up too much until I got other levels put together.

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Also I was wanting to ask people here, I’m fine with the weekly progress reports I think those are working out well, but for builds I was wondering if you all would rather prefer me not coming out with new builds as often in exchange for each build being more substantial?

I kinda realize a little too late how underwhelming it may be seeing a new build release and going out of your way to try it, just to realize all I did was add some enemy hidden somewhere. >~>

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