Other Game Hypertrig - A game by Artyrian

Artyrian 🌳

Terrarist
I only use the most exquisite of bright, eye-straining colors in my work. >:)

HYPERTRIG DEV LOG - A run & gun game by Artyrian

(Everything you see is subject to change and is just a WIP so far)
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It's me!

Heya!


So uh, most people aren't aware of it, but making paintings and being annoying in internet comment sections aren't exactly my main gigs.

I'm actually an independent game developer! And by independent, I uh...literally mean independent. It's just me. I've been teaching myself how to make games since the 4th or 5th Grade, starting off in code.org and Scratch, and eventually moving onto GameMaker after playing Undertale and saying "man, this is awesome, how the heck did this guy make this".

I have a decent amount of time put into learning my toolkit - I have an okayish knowledge of Java & C#, and currently I use GameMaker for code, Aseprite for pixel art, and FL Studio for sound design and composing the OST (and I also use Audacity when I need to record foley and other stuff).

...and trust me, I put a lot of time into this crap. ;(

I might have a problem.

You don't even want to know how many hours I have in GameMaker or FL Studio. :[

Since the middle of June, I've been working on a project that I plan on releasing as an actual Steam release, hosting a Kickstarter and putting out a public demo to hopefully allow it to see the light of day. It's a bit of an ambitious move, but I've always wanted to make a game that's not just a small project, and after abandoning my previous project that I worked on for 2 years, I'm more dead-set than ever to make this game awesome.

The Hypertrig, the namesake of the game. Yeah, I'm usually not good with naming things.


So, enough of that. What exactly is HYPERTRIG?
Hypertrig is a run & gun game with platforming elements. You take up the role of an amnesiac who recently reawakened from a prolonged stasis. Pretty quickly, you'll discover the several supernatural abilities that you possess - from being able to throw large objects with ease, to slamming into the ground and creating tremors. And not too long after that, you'll find yourself the titular Hypertrig.

And that's where things really pick up.

The player jumping in a super-WIP room.

Alpha image. Subject to change. Which it will.

Near-climax of the intro (still unfinished)!

Screenshot from part of the intro. Which is still heavily unfinished.

Last bit of the intro (still unfinished)!

Another screenshot from part of the intro. Which is ALSO still heavily unfinished.

The player shooting the basic weapon. Without any animations. :')

Did I say everything is subject to change? Because yeah, it is.

Similar to other run & guns such as Cuphead, you can shoot in 8 different directions, with the ability to change between fixed shooting & free-move shooting in-game. There's 4 different weapon types (with another 2 planned for beyond the demo):

- Hypershot: A rapid-fire weapon with a little bit of randomness. Standard issue weapon.
- Seeker: An aimless, weak bullet, but it auto-targets any nearby enemies when within range.
- Zapper: A slow-firing bolt of lightning, but it pierces.
- Pyron: A short-ranged flamethrower with a ton of damage buildup. Good for close combat and pretty visually pleasing. :}

Oh, and not to mention that you can carry up to two weapons at a time, and you can even combine them for a more powerful effect! For example, combining two Hypershot weapons makes them fire slower, but increases the projectile size and amount of damage, allowing you to send large volleys of bullets at enemies!

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Is that space invaders what the heck


A few games Hypertrig was inspired by:

A teeny-tiny portion is inspired by Cave Story. I dunno
A little bit of Cuphead in the mix. Not enough to be the next Enchanted Portals though
Fast-paced gameplay inspired by Ultrakill.
Most of the gameplay is inspired by Gunstar Heroes!
Some of the level design and overall aesthetic is inspired by the Mega Man NES games.
The game's movement was heavily inspired by Terraria.
Being the first video game I ever completed, the platforming aspect of Hypertrig takes a lot from the Super Mario series.

surprise surprise, everyone's favorite game had a bit of impact on hypertrig too pixeltree
(the impact the games had is represented by size)


There's a bunch of games that inspired the current vision for Hypertrig, with the biggest one being Gunstar Heroes for the Sega Genesis. I had played a lot of Gunstar Heroes before I started developing Hypertrig, and I noticed that it's a lot different to many of the run & guns that I've played - while Cuphead was also inspired by Gunstar, it was a lot more centered on boss fights instead of seperate run & gun levels, not to mention it wasn't NEARLY as high-octane as Gunstar.

I haven't really seen a run & gun game that plays the same as Gunstar in recent memory, and I'd like to try and make something similar to it, while also trying to not only fix out a few issues I had with Gunstar, but also incorporating a few elements inspired by other games I've played, like Ultrakill.

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Confusion debuff.png


My current progress:

So far, Hypertrig has been in development for nearly the past 4 months, and on my free time I've been working on it - from the coding, to the sprites, to the music and SFX. I'm pretty happy with how far it's come since then!

I release my dev logs on YouTube and Twitter, and also thought I might document my work here as well if anyone's actually interested in it. Here's a few of my favorite dev logs so far:






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And I plan to post other devlogs here, as well as snippets of other things involving the game every now and then. If you wanna keep up on it, you can subscribe to this thread! Or you can follow me here on these platforms:

Twitter
YouTube
Tumblr
Discord server (Progress updates only)

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Hope to share more soon! Thanks so much!

Hey!
 
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Wow
Im trying to make my own Undertale style game using Gamemaker!
(How do you transition between rooms...)
I haven't actually shown it off yet, but I will in the next dev log (coming this week hopefully) - I used GameMaker's GUI layer with a special object that controls all GUI drawing, and had a stretched sprite over the screen that's usually invisible. When going between rooms though, it fades in colored black, then switches the room, then unfades.

It's a little complicated though, so it's a little hard to explain in depth 😭
 
HYPERTRIG DEV LOG 13

I've gotten a lot done lately, from room transitions and heavy computer monitors that break through floors, to better dashing and the start of the intro sequence.

You can watch them in action here:


You can also check out my Tumblr or my Twitter for more stuff involving it! There's better descriptions of what's been added there, but I've already written it like seven times already and I don't want to cause too much clutter here haha

Alright, back to the underground desert for the next week or so byeeeee​
 
HYPERTRIG DEV LOG 16
i may or may not have forgotten to post DEV LOG 14 and DEV LOG 15 here...

I've been working on Hypertrig for the last 3 or so months as much as I physically can, and I've gotten a lot done that I'm happy with. That would include:

- The Tutorial!
- The First Cutscene!
- A Proper Main Menu!
- An Improved First-Time Startup!
- A Cave Story-Like Dialogue System!

So, uh, here it all is:


Back to work I go, then. In the meantime someone ping me if Red or Cenx drop a spoiler or something​
 
Important is:
  • Not to overwork oneself
  • Stay calm at bugs
  • Drink over two litres of water a day
  • Move at least one hour per day
  • Do regular breaks
  • Not let to your motivation getting deleted
  • Sleep minimum seven hours per day
  • Not to eat so much junkfood
I fail with a 3/8, but caffeine usually carries me anyway. Made a deal with the devil for that one. 🫡
 
Quick question: at what point in development do you plan on adding music?

Don't get me wrong, it's looks pretty good so far, and I feel like it would wind up resulting in a pretty good video game by the end of production!
 
Quick question: at what point in development do you plan on adding music?

Don't get me wrong, it's looks pretty good so far, and I feel like it would wind up resulting in a pretty good video game by the end of production!
Already doing that! I'm on and off with it since I'm the sole developer, but there's already a decent amount of music kinda set up already

Funny thing about that actually - the framework already is capable of playing music in several different ways; you just haven't heard any parts with music yet (aside from the menu) 💀
 
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Already doing that! I'm on and off with it since I'm the sole developer, but there's already a decent amount of music kinda set up already

Funny thing about that actually - the framework already is capable of playing music in several different ways; you just haven't heard any parts with music yet (aside from the menu) 💀
Fair enough! Thanks!
 
HYPERTRIG DEV LOG 17
its been 4 months of nonstop development since the last one i am going nuts

Yet another 4 months of development pass by, and the game almost has a functioning demo???? It never stops, man. :(

Well, here's the highlights of this dev log!

- The first enemy, the Drone!
- Enemy ambushes!
- A working points & combo system!
- Uppercut attacks!

You can watch it all here:


Also, if you noticed it - yes, I was playing with the Re-Logic crew during their playthrough last week! They're really an amazing group and I can't thank them enough for letting me join. <3

Alright, back to the grind. See y'all in Dev Log 18.​
 
Did watch this one, though. I was like, "did you include a death animation yet?". That question got answered by the Game Over screen(and the accompanying sounds) alone....
Ironically, most of the game's internal parts are in place - what you saw was actually a test level. I'm hoping to finally start making the first few levels by the end of July, or even June 🫠🙏
 
HYPERTRIG DEV LOG 20
Now with a handy GIF

So I've been, well, patiently waiting for Terraria 1.4.5 to come out. Not much for me to say here in the meantime. I'll probably be more active once we get more cohesive news on that, haha.

Until then, completely-unrelated-to-terraria-but-hopefully-people-like-it-anyway dev log moment

- Boss HP bar
- First miniboss: Cantaloaf

2024-07-23 13-24-01.gif


You can watch it with sound below:


Also, here's some cool sprites I made for a few of the game's other things:

cathade_kickstarter_smile.gif

draklings_kickstarter.gif

cantaloaf_kickstarter.gif

sam_kickstarter_doh.gif
 
First off, glad there weren't any new dev logs for this whilst I took a hiatus from the forums(or else I wouldn't have known you posted a new one).

Second off, am I a masochist for wanting the boss to be a little harder...?
 
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