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Blaster Bradley Announcement

Announcing Blaster Bradley ! A new 3D platformer game in development with the Godot engine. Blaster Bradley  features Bradley, a man consumed by daydreaming at his job, embarking on wondrous adventures with several platforming challenges. Fight against office equipment and jump over coffee mugs using Bradley's feared weapon, the Gigablaster! Currently, the planned release is Summer 2021 on PC, although this is subject to change. More platforms may be announced based on interest. Stay tuned here for future updates. Bradley facing off a Paperclip enemy. He doesn't have mail. -Toadile
Recent posts

Devlog #3 - Menus and stuff

Hey guys, So, once again I'm coming back with a smaller update than usual. I halted level design/production for a couple weeks since I am busy with other things currently. However, I was able to work on menus and even the level hub along with tutorial-like button prompts. Here is the main menu screen (the settings are TBD currently). Also, the level hub happens to be a cubicle And here are some button prompts in the levels Anyways, it should be much easier to test the cohesion of the game now since I have navigable menus and such. On top of this, I've been working on composing some music for the game. Currently trying to go for a slightly more upbeat jazzy version of elevator music. Thanks for tuning in! Toadile · Hub Theme -Toadile

Devlog #2 - Interactions

Hey guys, In this update, I will share some more progress on level design. I have implemented moving platforms (harder to do than most think) as well as target "switches" which activate level functions (like the moving platforms). I want each level to have a different way to engage the player and then in the final level of each world, combine those experiences to test the player. I have also included in each level a hard-to-find/reach bonus USB drive to give each level a little bit more scale. I also have a few more assets in general and will add more in time. USB drive! (SORRY FOR GIF COMPRESSION) Also, here's a close-up of Bradley's model since I haven't posted one yet: -Toadile

Devlog #1 - Foundations

Hey guys, As noted in the announcement, Blaster Bradley  aims to be a 3D platformer. The way BB differs is in the way it promotes speed. Bradley's Megablaster (Right Trigger) is able to launch him at higher speeds than his normal run and he can use it to boost his jump. When Bradley slides (Left Trigger), he preserves momentum and does not experience friction. However, sliding also disables fine movement and makes Bradley prone to falling off edges. Currently, I have sunk in about 35 hours of time over the course of two months trying to establish a good foundation. If the prototype isn't fun, the game is not worth pursuing. This is where a lot of indie dev projects fail. If you don't enjoy playing your game, you won't enjoy it the 400th time testing your level. Mario 64's development spent months just programming how Mario was controlled. The Godot game engine has been a little rough around the edges to develop with. Model and animation importing need improvem...