The Flame Reignited - Devlog #01


Blue Flame has been in development for over two years now. It's a twin stick shooter where the main character is a Pyromancer who's task is to restore the order to the world. The game is made by a small two-men "studio" with outsourced music and art.

Okay, enough with the formal stuff. Like I've written before Blue Flame has been in development for quite a while now. It's actually started out as a platformer, but I've eventually settled for a top-down shooter. The game is heavy influenced by Dark Souls. I've been working on it for a while then with my YouTube channel I've made a "super closed beta" testing and then life got into the way, so the project and my want to create died down.

Until around a month ago, when just like lightning it struck me, so I started to work on it, once again. I've reached out to a graphic artist and If everything goes well we'll finish the game together.

Right now the game is actually in sorta rebuild process. What happened is that I made the art, then I've doubled it in size and then I used it in Game Maker Studio 1.4. While functionally this was working, and everything looked as needed, it just made sense that if I'm working with Wolf I shouldn't rescale his work, but rather upscale the screen.

So what I did just doubled the view size - with the already doubled art so technically each sprite is four times as big as it's original version, and then the magic happened.



Because the viewscreen was reduced the game turned from a casual-ish RPG into something more mature and scarier due to how little one can see ahead, so there was nowhere to go but forward, I've used a batch image resizer, and then... disaster.



While most of this is easily fixable, a lot of system will need to be rewritten to fit the smaller size. This is the smaller part of the problem, while sure resetting hitboxes, and realigning shadows, HUD elements is painful, there's an even bigger task at hand: I'll need to review or at least revisit every level and intermediate level of the game.

On one hand this is bad, it's a time consuming process, but on the other hand, maybe this is what I needed for the project. Remember earlier I've said that with the more zoomed it perspective the game became more serious/dark? It's a new path that I'll take into consideration when revisiting the levels.

I'll try to post every day or every other day a devlog for the project, so make sure to follow us in all the possible media channels and make sure to check out the game in the downloads section!

Steve
Fox's Sake Studio


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