After losing his parents to the bandit cartel, Skettle must help his local town reclaim their farmlands through root-n-toot-n-roll-n-shoot-n gameplay.

-Moving storyline
-Twin stick combat
-Western melodrama story
-Completely free

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Skettle Update 15

News

Welcome back to Prog. It’s been a while.

I’ve been slowly working toward finishing up Skettle. I set out some goals to help compartmentalize the different aspects of finishing it up so I don’t get distracted or split between different parts of the process. The first goal was to get everything working systems-wise like scene progression, save games, and game story triggers etc. I was supposed to get this goal done on April 1st. As you can see by the date this was released, I overshot it. When approaching the deadline, I thought I would be done with it maybe two days late but it’s slowly grown due to finding different things I forgot to go back and fix and being drawn away from development due to life commitments. Hopefully I can finish it soon since there doesn’t seem to be any sign of having less to do in my life outside of this project.

According to my checklist hanging next to my desk, all I need to do is finish linking all the levels together and creating the remaining story and level triggers and some basic dialogue for NPCs to help the player progress. This does not include making art work for cutscenes, but at least I have a system I think will reliably work for that.

The next major goal which I was supposed to be starting at the beginning of this month is to finish making all the artwork. I originally worked on sprites for NPCs and props here and there and also tracked how many were left based on an estimate I had for what I would need. I have abandoned the estimate and tracking the sprites. I’m going to ignore making artwork and other assets until I’ve finished the systems and then make assets wherever there is a need; the biggest need is the NPC artwork. I only have about 4 NPCs fully made with none of their color variants. There are some important NPCs made, but they have just the barebones for conversations.

So that’s the current state of the game. As soon as I finish tying all the gameplay together into a coherent package, I will release it for testing and feedback while I tackle making all the assets.

Nice of you to drop by and I hope you enjoy the game!

I'll be back next month.... hopefully.

Month off to do maintance

Month off to do maintance

News

The project is getting convoluted. Time to refactor and cut out old code.

Skettle Update 14

Skettle Update 14

News

Generic prototyping objects and new level layout.

Skettle Update 13

Skettle Update 13

News

Summary of last month - Diagonal walls. Out of town this month.

Skettle Update 12

Skettle Update 12

News

New combat demo and reupload of last month's demo. Overview of new features in remake of first demo's first level.

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The pre-art "prototype"

The pre-art "prototype"

Demo 2 comments

So many features! Three levels! Working save system! Dialogue! Shop! Is it good? Meh.

Town walkabout

Town walkabout

Demo

Demo that lets the player walk around the town. Walk around and explore.

First combat level 2nd draft

First combat level 2nd draft

Demo

A remake of the first combat level from the first major demo.

Prototype 5 1 2022

Prototype 5 1 2022

Demo

Current demo as of 5/1/2022. Features town exploration.

January 2022 Gameplay Prototype

January 2022 Gameplay Prototype

Demo

Major prototype with multiple levels and continues ammo and health. Graphical updates to come later.

Prototype 6 22 2021

Prototype 6 22 2021

Demo

First prototype build of the game. Just a test building that ends when you exit the area.

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