Afterword: The making of Guxt, with dates and screenshots
Note: Contains spoilers.
|2005/10/14||I thought maybe if I shrank the screen size|
I wouldn't have to draw as much and the
game would get done faster.
|2005/10/16||Now the ship can shoot.|
This is probably the most fun stage
of game development...
|2005/11/08||Made a map editor and added map display.|
It works just as I told it to,
yet I can't suppress an admiring "Oooh!"
|2005/11/16||Tried making an enemy character,|
though it doesn't do anything yet.
This one is stuck to the map, in contrast
to the player, who is part of the screen.
|2005/11/17||Made it so you can blow up the|
enemy character with a beam.
Simple destruction animation.
|2005/11/18||Allowed display of onscreen messages.|
A single line in the middle of the screen...
Not all that useful.
This is when I drew the font.
|2005/11/20||Got points to show in the upper-left.|
Upper-right is the refresh rate.
|2005/11/23||Made clouds appear at random in the|
background and added a boost effect to
the ship. I wanted to add a sense of speed.
The colors look like a Game Boy.
|2005/11/24||Added a spinning enemy.|
This is the one you see right at the
beginning of the final version.
|2005/11/25||Changed and balanced the background colors.|
I originally planned to do the whole thing
in two colors, but there's no going
|2005/11/26||Game Over display.|
In other words, added damage detection.
|2005/11/27||Made a speed-up item.|
Also added the twin beam.
|2005/11/28||Made an enemy that attacks from behind.|
Guxt features a lot of enemies that come from
behind. This one was actually left over from an
abandoned game I once worked on with BA2.
|2005/11/28||An enemy that circles around the player.|
The drawing rate makes fast enemies
look too blurry...
|2005/11/29||Tried making an enemy that shoots back.|
These appear from the bottom.
|2005/12/01||Started work on the Stage 1 boss.|
It's made out of seven characters:
wings, eye, and gun turrets.
I don't have the energy to make
|2005/12/02||Made it so the Stage 1 boss|
appears from behind.
|2005/12/02||Gave the boss a three-way laser.|
|2005/12/02||Made it so that item pickup points|
change depending on the timing.
|2005/12/04||Made a death scene for the Stage 1 boss.|
|2005/12/07||Made the entry ranking.|
|2005/12/07||Made the ranking screen.|
It wasn't until the game was nearly
finished that I connected it to the
|2005/12/08||And with a typical boost scene,|
Stage 1 is finished.
|2005/12/12||An abandoned character.|
Originally it was supposed to appear
throughout the game.
|2005/12/14||Started work on Stage 2.|
It took two months already to get this far...
|2005/12/15||Stage 2 is all about the asteroids.|
You can dodge or shoot them down.
They're tough, so dodging is best...
|2005/12/15||A different three-way beam.|
And yet another new enemy that comes from
|2005/12/20||One-hit death was getting too strict,|
so I added a shield item.
|2006/01/18||The tiny screen makes even large enemies|
easy to draw. Looks like I made the right
decision... The fish missiles kept coming
back from offscreen, which wasn't fair,
so they were scrapped.
|2006/01/21||Missiles that break into three at the|
edge of the screen. I got the balance
worked out, but something about them just
isn't that cool.
|2006/01/23||Made the title screen.|
No title decided yet, though.
|2006/01/27||The key configuration screen.|
This is the first time I've ever
seriously made one of these...
|2006/02/02||Built map hit detection for Stage 3.|
I always struggle with this part...
|2006/02/03||If you hit the walls, it's instant|
death, so that's not that hard, but...
|2006/02/04||The bullet/map detection is harder,|
because the bullets move faster
and tend to slip through the walls...
|2006/02/11||The difficulty's ending up high,|
but since I'm not very good at shooters,
I figure if I can beat the game
maybe the difficulty's just right...
|2006/02/13||Enemy rush right at the beginning of Stage 3.|
I thought maybe I needed to up the tempo
|2006/02/20||You can actually hit the wall without|
getting hurt. Maybe some players never noticed.
A parallel three-shot beam that got scrapped.
|2006/02/22||Added breakable walls.|
They only showed up here in the end.
|2006/03/01||An enemy that comes from the front|
and swoops around to the back.
It's fun to add secret bonuses,
but I wish they hadn't taken so much time.
|2006/03/03||Redrew the clouds and added larger ones.|
If I make the ones in front move faster,
you start to feel the speed... is the idea.
|2006/03/12||What was this screenshot again...|
Just coordinates display?
|2006/03/21||Started the Stage 3 boss.|
Just "Think it, add it," over and over again.
|2006/04/01||I think I kind of mechanically gave it|
three levels of attack.
|2006/05/07||I figured three shields would make it|
too easy not to die, so I weakened it to the
form of a power-up. It looks fancy,
so I don't expect that many complaints...
|2006/05/24||I've only got two screenshots of Stage 4...|
I guess I wanted to finish the whole thing
up as soon as possible.
|2006/12/11||Stage 5's fast-scrolling scene.|
Actually, it's not the background that's moving
fast, just the rocks...
|2007/01/06||The Stage 5 opening.|
|2007/01/09||I always liked the feeling of blowing up|
ground targets in Hudson's shooters.
|2007/01/14||I've sure got a lot of screens of Stage 5...|
With completion near, the tension was high,
|2007/01/23||Just before the final boss.|
I think now it was a mistake to change to
the boss music and not bring the boss out
|2007/01/27||An uncluttered-looking boss appears.|
|2007/01/30||The lids close on the weak spots.|
|2007/02/05||The large bullets send the player dodging|
left and right.
|2007/02/18||I settled on "Guxt" for the title.|
|2007/02/22||Made the Boss 5 death scene.|
|2007/02/24||Added selection of Trial and Ranking modes.|
The border on the font was getting to be
a pain, so I ditched it.
|2007/03/06||Made the enemy shots easier to spot.|
My plan was to stick with greyscale, but...
|2007/04/11||The final boss of the Trial stage.|
|2007/04/18||The more I redrew it, the more it looked|
|2007/04/19||I gather players didn't find it too hard...|
Still, you can at least enjoy the tension
of meeting it for the first time...
Thanks to all test players and everyone who sent me their impressions.
With your help I was able to finish and release the game.
If I release anything else in the future, I hope you will enjoy it.