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
back now...
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
multijointed characters...
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
title screen.
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...
Three-way beam.
2005/12/15
A different three-way beam.
And yet another new enemy that comes from
behind.
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
a bit.
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.
2006/03/03
Secret character!
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,
I guess.
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
right away.
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
like Fuyuhiko.
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...
2007/04/21
Almost done.



Postscript

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.

(2007/08/07 Pixel)