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DEV BLOG

9/17/23, Field Report 6: 'Direct Approach'

You there! Very modest progress this month.

The Mean Boggie finally got a model, enemies got alert sounds, spent a lot of time iterating on the backgrounds (they're animated now), a bunch of bug fixing, added secret levels unlocked via collectable postcards, the Freezphere, and probably some other stuff.

Short post, but gotta get back to work ohohoho.
Aw yeah!

-Nick

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8/17/23, Field Report 5: 'Cohesion'

Welcome the back! Got a little bit of gameplay this time- showing off the level builder & then playing that level in the game.

There are two new enemies: one of them mimics or mirrors your movement & the other walks around randomly, stunning you or knocking you off ladders upon contact. New gameplay features include teleporters, enemy respawn points, scaffolding (as seen in video), cleats, & per-level challenges.

Beyond that, one of the next things I definitely want to do is a kind of in-game item shop (no micros lmao) or something like the mushroom houses where you get free stuff by doing a minigame. Sounds neat on paper.
Welp, GG. See ya!

-Nick

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7/17/23, Field Report 4: 'Layering the Cake'

Bruh mega big work. Interpolating physic tick logic over frames, generation guides, custom level support, a level builder, Steam integration, some graphics stuff, and many bug fixes. Also a map for level select.

At one point, I started fresh because I figured rewiring the level scope would be a nightmare because I broke it to support custom levels, but with generation guides, everything worked out. Now I use the builder to make the core levels.

I sent it out to my lads to see what they'd come up with, and one of them ended up making obstacle courses for Spooky, the pathfinding enemy, with lots of edge-cases!

Enjoy some pictures this time around !
The goodbye for now.

-Nick

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6/17/23, Field Report 3: 'Best Friend'

He is John Johnson, and he's going to find his lost boggie, Creek. Now he's got a model!

Welcome back! I've been working on overall level structure, sign buttons, monkey bars, music, sound, and more- as well as the store page.

It's kinda insane how far this has come. It's really coming together & it's actually fun. For now, it's time to work on more levels & gameplay elements. Then, a map screen of some kind.

Here's the newest gameplay video for you!
Take care!

-Nick

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5/17/23, Field Report 2: 'Fresh Paint'

The hello again! As you can see, pictures!
Prerendered sprites with an animated-esque flair- for now, there are Boggies, Molemen, & ... The Spooky...

Beyond that, I've mainly been focusing on general entity stuff, as well as more precise pathfinding as of recent. It's been absolutely wrecking me to get working, and I just solved it!

Rock hard progress no less & I'm super excited for the next stages- it's time to start planning ahead!

See you then.

-Nick

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4/17/23, Field Report 1: 'Trials'

Good fun in the land of wherever this project is supposed to narratively take place! I've constructed & come to actively understand my small codebase so as to hone in on a nice demo.

Still pending prerendered models, sfx, music (piece used here is filler from a different project), and a background, but check out this neat clip.

The core loop: rescuing puppies & digging holes to trap enemies- a formula inspired by series of games I loved to play as a child.

Until next time, a nice day for you.


-Nick

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3/17/23, Field Report 0: 'World Anew'

Well, that's that- the Niknokination Collaboration now exists! Already got one project deep in the works, but it still requires yet some foundational work, let alone stuff like graphics.

Other projects are pure concept rn.

Here we freaking go bois.


-Nick

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