You are browsing as a guest. Sign up (or log in) to start making projects!

Echoes of Ember

  • 5 Devlogs
  • 24 Total hours

First time making a game; chose pygame-ce because of my python background. Echoes of the Ember is a small, atmospheric 2D platformer where you guide Ember, a spirit carrying a tiny spark, through shadow filled ruins toward a lantern. No combat, no inventory, just quiet, careful movement toward the lantern. Avoid the shadows and don't fall off the cliffs!!

Open comments for this post

8h 33m 49s logged

MY GAME KEEPS GETTING BETTER :yayayayayay-67:

whats new

  1. created new roof tile asset so i can add cave sections in levels (it looks slightly off color, which i will be fixing later)
  2. As it will be for new section, there would be some hazards there too, so i came up with a water leaking tile which can certainly make the spark vanish if in contact.
    Drew the asset and wired up in codebase such that on every 3rd frame of hazard roof tile, a new droplet would spawn
  3. As this will be a level based game, a level selector screen was necessary. I made a rough version of it (reveal after done from my side :huh-cat: )
  4. Also polished some old assets

watch art session:
1. Roof Tile + Droplet
2. Old assets polish

whats next
getting so many ideas lately but here’s what i will actually be doing:

  1. create 1 more hazard (enemy sprite)
  2. thinking of creating a sprite which will be guiding player
  3. as in beginning i wanted each level to leave something deeper in the player, like some life lesson etc. stuff, sounds amazing to add but gotta think about this more
  4. and finally once all assets in place and brainstorming done, i will be creating next levels
0
0
72
Open comments for this post

4h 23m 12s logged

FINALLY BACK AFTER A MONTH :yayayayayay:

whats new:

  1. updated menu and pause screen, highlight is that whimsical font that i got from Google Fonts (thanks to the creator)
  2. implemented level loader functionality to load level info from json file
  3. designed level 0 (0 bcz it will be tutorial level)
  4. drew frost hazard art
    watch art session: Frost Hazard Art

what we do next:

  1. create a level selector scene which will be appearing after selecting start
  2. draw more necessary assets
  3. comlete tutorial level

note: open to suggestions, pls tell in comments

1
0
28
Open comments for this post

5h 21m 29s logged

IT DOES LOOK LIKE A GAME NOW!!! :yayayayayay:

whats new:

  1. the biggest addition is the parallax background: drew 3 separate bg layers (sky, distant ruins and mid ruins). the layers repeat horizontally to create infinite loop until the max level width
    Watch art session here:
    Background Art
  2. then i drew the tiled floor art: it consists of 4 different frames placed in random order (so it doesnt look repetitive). it repeates too!
    Watch art session here:
    Foreground Art
  3. added necessary comments in the codebase files to improve readability

what we do next:

  1. update the menu and pause screen
  2. draw player sprite without his hands out (for the winning state as then the fire reaches the lantern)
  3. add hazards, enemies and platforms
  4. polish the current assets (for later but yeah thats a must to-do)

imp: watch the preview below and suggestions are appreciated! :thank-you-2:

0
0
19
Open comments for this post

4h 41m 30s logged

TIME FOR BIG REVEAL!!! :yayayayayay:

whats new:

  1. created the player sprite and the lantern sprite on PiskelApp
    watch art sessions:
    Player Sprite Session 1
    Player Sprite Session 2
    Lanten Sprite Session 1
    Lantern Sprite Session 2
    the fire on ember’s (player sprite) is animated, the walking animation is done too
    lantern stays unlit until ember interacts with it and lantern glowing animation is kinda done too

  2. implemented real platform collision and level geometry, but they need a big update!!!
    I used screen pixel size instead of world units, which means if my game is opened in different screen sizes, it would mess up the platforms as they position is calculated in pixels.
    THE FIX: Imma create my own unit for this world inside the game

what we do next:

  1. Complete the art (bg, levels, hazards, platforms etc.)
  2. Re-design screens (menu screen, pause screen)

heres the preview as of now:

0
0
27
Open comments for this post

1h 15m 33s logged

I tried something different this time - Echoes of Ember :yay:

what is it: an atmospheric 2D game built with Pygame CE

what is the game about: still thinking about the story, but the core idea: you guide Ember, which is a spark, through shadow filled levels toward a lantern to progress. thinking of weaving in mini stories per level as it comes together.

what is done till now: :yesyes:

  1. Initialized basic project structure
  2. Implemented a working scene manager (start, game, pause)
  3. Implemented a player block (can jump, move left and right with acceleration/friction for a smoother feel)
  4. All that wired up into main.py

note: :kc-nerd: the attached clip looks choppy because it’s recorded at low FPS/resolution but the game itself runs at 60 FPS.

what we do next: :thincc: real platform collision and level geometry, then swapping these placeholder blocks for actual art.

0
0
14

Delete project?

Are you sure you want to permanently delete this project? This action cannot be undone.

All devlogs, followers, and associated data will be removed.

Followers

Loading…