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It was important for us to have multiple save files per game.
One for a first playthrough.
One for experiments and self-imposed challenges.
One for letting someone else play without messing up your main file.
Getting particle systems like this to work was surprisingly tricky. Especially when it came to making it all flip properly when the opposite combatant uses the same attack.
Moves like Wonder Bolt here are an example of the 2010s brony era DNA embedded into this game. ⚡
Joyance is Here to Welcome the New Year! 🥳
- art by SugarMorning⛅️
Got a whole handful of features done today. It's really nice when our second programmer soars overseas to us and we get to go HAM all weekend on the project. Feels like a real indie studio with the three of us giving it our all in the same room.
#BattleGemPonies Acts 1-3 are all meant to release this year, each one 10 weeks apart. (Let's see how that goes!)
Each pony has DOZENS of expressive animations. That's why it takes so long to get each one from single concept sprite to finished in-game. (Aseprite's the tool used to get these pixels moving around so nicely.)
Every attack in #BattleGemPonies is made up of a series of particle effects. ✨
This ones a spinning glob being lobbed!
Apologies for the delay. But unforeseen life events have delayed the release of BGP's Alpha1 release by a couple days.
The same attack can come in different colors depending on the pony using it. #pixelart #animation #mlp #indiegamedev












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