Jetpacks ahoy!

Version 0.05 is out! This version adds a jetpack, flamethrower, spinning platforms, bouncy mushrooms, lava, and a fire golem. The golem just walks back and forth for now, but in a future update I’ll be adding ice and lightning golems which will share randomized attack patterns.

Version 0.04 is out!

Version 0.04 of the prototype is now out! This release adds the spells “Force Shield” and “Beads? Bees!” to the game. It also adds the clothing items “Moon Shoes” and “Speed Boots”. All of the item types and basic functionality are now in the game, so for the next update I’ll be focusing on adding some badass enemies.

Version 0.03 released

I just released version 0.03 of the prototype. This version adds a sword, pellet gun, falling spikes, and slimes to the game. I now have all of the basic attacks in the game, yoyo, melee, and ranged. For the next update I’ll be adding the first magic items to the game, and possibly the first clothing items. This will give me all of the absolute basics for all item types.

Version 0.02

I just uploaded version 0.02 of the prototype for your gaming pleasure. This update includes a Yo Yo attack, potions, heart containers, and a flying eyeball. I’ve also put together a quick youtube video showing off the update, and I’m going to try and release a new video with each update going forward.

Hello World

Hello there, my name is David Byers, and thanks for checking out my dev blog for Another Castle!

I’ve been developing small scale mobile games for a while now, making games such as Kid Vector, Love Me Not, Blast Soccer, and Haunted Hallway. I feel like it’s about time to take on a bigger project, and this is it, Another Castle!

Another Castle combines the randomness of a roguelike with the gameplay of a platformer. It’s inspiration is a mix of one of my absolute favorite modern games, The Binding of Isaac, and the platformers I loved to play as a kid such as Super Mario Brothers, Donkey Kong Country, Contra, and Super Ghouls and Ghosts.

The premise of the game is a parody of “Your princess is in another castle” from Super Mario Brothers. You play as Andy, a kid who’s looking for a random item each time you play the game. When you beat the game you won’t find the item, as it’s always in another castle. Instead the item will be unlocked and can be found randomly dropped in future playthroughs of the game.

All of the levels in Another Castle will be randomly generated. This is done by designing tons of chunks for different environment conditions, and then randomly placing them to create finished levels. For the prototype I only have one type of level, which is a small outside section that transitions into a castle section. This should be a good foundation for early testing, and as development continues I’ll be adding more level types. My ultimate goal with the levels is to study how classic platformer levels are constructed, and then make generators that will create levels that are similar to and just as fun as a completely hand placed level.

I’ve got an early prototype up, and I’ll be updating it for free until I get to a sellable alpha. From there I’ll be selling it at a discount until the final release, with constant updates. I’ve been really impressed with this business model ever since I became aware of Minecraft. It makes sense for Another Castle because I feel I can get the core of the game fun fairly early on, and from there development is largely adding more and more varied content.

I’ll also be running a Kickstarter campaign for the game. This does a few things for me. First off it’ll make sure that there’s a market for the game. It mitigates some of the risk of working on a bigger project by making sure that people are actually interested in it. Second, I need the funding. I expect this game to take at least a year to make, and I don’t have the money to self fund it. Lastly, It helps build a community. One of the amazing things Kickstarter seems to help with is exciting a community early on to get involved with the creation of the game. I want to be in game development for the long haul, and I’m hoping that the Kickstarter will help build a community that stays interested in what I’m working on not only for this game, but also future projects.

Once again, thanks for checking out my game, I hope you enjoy playing around with it. I’ll be updating the prototype regularly, as well as posting development updates to this blog, so feel free to check back often :)