Flight was created in June this year, in other words very recently. This wasn't as much as a game but rather a visual experiment.
If you have seen my previous postmortems, you will realise that my graphic skills are not good. The whole purpose of this project was to create something visually pleasing. To keep it simple, I believe I achieved this and expanded my knowledge in creating graphics in a short amount of time. This will assist me in future on rapid development projects.
The game itself was a very simple run-and-jump game. Due to it's limited complexity, the game "fun factor" was very short lived. I could have done more to improve this. However this was not the aim of the project.
Flight can be downloaded here.
Showing posts with label game. Show all posts
Showing posts with label game. Show all posts
Tuesday, 3 July 2012
Sunday, 10 June 2012
Forever incomplete: Crappy RPG
In December 2011, I started this project with a friend. The game never had a name, but I kept referring to it as "crappy RPG." This is because the whole point of making this game was to make something, even if it was crap.
"Crappy RPG" was the first time I tried to use 3D in a game. In the beginning, this was more like a 3D engine rather than a game. Fun fact, the engine re-written numerous times, at least four from memory. In the end, it was actually reasonably good.
Whilst making the engine, my partner was designing more game related content, which was mainly the story. However, the game never got past the engine stage before it was scrapped. The reason being was due to a dispute between me and my partner, which was unrelated to "crappy RPG."
It is ironic that I have this game has been labeled as "forever incomplete," even after the dispute I intended to complete the project.
"Crappy RPG" was the first time I tried to use 3D in a game. In the beginning, this was more like a 3D engine rather than a game. Fun fact, the engine re-written numerous times, at least four from memory. In the end, it was actually reasonably good.
Whilst making the engine, my partner was designing more game related content, which was mainly the story. However, the game never got past the engine stage before it was scrapped. The reason being was due to a dispute between me and my partner, which was unrelated to "crappy RPG."
It is ironic that I have this game has been labeled as "forever incomplete," even after the dispute I intended to complete the project.
Friday, 1 June 2012
GMC Jam #6 winner and future Youtube channel
Its taken me over a month, but I finally played the winner entry from the most recent GMC Jam, being Isra's Wings by Joobs64. It was a very nice game. It's unbelievable what was achieved in the 72 hours in which this game was made.
I am also happy to announce that I will be setting up an personal youtube channel, in which I will be doing lets plays. I just finished recording and editing Isra's Wings, which will be the first lets play uploaded to the channel. I intend for this to be more of a hobby than anything else. However with that said I want it to have some structure, having a schedule for example.
Current plans are for the first video to be uploaded sometime in July.
I am also happy to announce that I will be setting up an personal youtube channel, in which I will be doing lets plays. I just finished recording and editing Isra's Wings, which will be the first lets play uploaded to the channel. I intend for this to be more of a hobby than anything else. However with that said I want it to have some structure, having a schedule for example.
Current plans are for the first video to be uploaded sometime in July.
Saturday, 5 May 2012
Postmortem: Mystery Men
Mystery Men was made in January 2012 for the Game Maker Community Jam #5. It was made in 72 hours.
While this was my third GMC Jam entry, it was actually the first to be based around the theme. The theme was facade, which in a nutshell, means "an outward appearance that is maintained to conceal a less pleasant or creditable reality."
Mystery Men itself is a slightly altered version of the party game mafia, where you are tasked to identify and lynch mafia members. The main component of the game is the conversation system between the in-game characters. They are able to talk about a range of topics, from the jam itself to who they think are the mafia. This serves are the player's tool in determining who is apart of the mafia.
The game was mostly well received. Many people liked how the theme was used and how the conversation system turned out. A review by GMC user 11clock said, "...some of the comments that the people say are hilarious, and it's fun trying to figure out who's Mafia." On the other hand, disliked the limited graphics and non-existent sounds. In any case, youtube user raocow did make a video on Mystery Men:
Mystery Men tied 18th place out of 64 games and can be downloaded here.
While this was my third GMC Jam entry, it was actually the first to be based around the theme. The theme was facade, which in a nutshell, means "an outward appearance that is maintained to conceal a less pleasant or creditable reality."
Mystery Men itself is a slightly altered version of the party game mafia, where you are tasked to identify and lynch mafia members. The main component of the game is the conversation system between the in-game characters. They are able to talk about a range of topics, from the jam itself to who they think are the mafia. This serves are the player's tool in determining who is apart of the mafia.
The game was mostly well received. Many people liked how the theme was used and how the conversation system turned out. A review by GMC user 11clock said, "...some of the comments that the people say are hilarious, and it's fun trying to figure out who's Mafia." On the other hand, disliked the limited graphics and non-existent sounds. In any case, youtube user raocow did make a video on Mystery Men:
Friday, 13 April 2012
Postmortem: Spencer Street
Spencer Street was made in October 2011 for the Game Maker Community Jam #4. It was made in 72 hours. I consider this game to be the first real lesson in game creation.
This game was inspired by one of entries from the previous jam, which was created by CoolGamrSms. This game came 2nd in the jam and featured high score arcade based game play. I designed Spencer Street to feature a similar game play.
The objective of the game is to kill commuters by making them run onto the train tracks (then hit by a train) anyway you can. Some of the methods are completely random, flooded drains, smelly people and turd are just a few examples. Your score is dependent on how many people your able to kill.
The game played well. It was fun, but no great. The graphics were alright. The idea did turned some people off from playing it. While others weren't able to read the instructions. This leads to a major lesson that came from this game; assume that everyone is an idiot. The bottom line is that the game was very 'meh', might be seen to be good to some people, but certainly not great.
Spencer Street came last (likely tied with another 20 games) out of 59 games and can be downloaded here.
This game was inspired by one of entries from the previous jam, which was created by CoolGamrSms. This game came 2nd in the jam and featured high score arcade based game play. I designed Spencer Street to feature a similar game play.
The objective of the game is to kill commuters by making them run onto the train tracks (then hit by a train) anyway you can. Some of the methods are completely random, flooded drains, smelly people and turd are just a few examples. Your score is dependent on how many people your able to kill.
The game played well. It was fun, but no great. The graphics were alright. The idea did turned some people off from playing it. While others weren't able to read the instructions. This leads to a major lesson that came from this game; assume that everyone is an idiot. The bottom line is that the game was very 'meh', might be seen to be good to some people, but certainly not great.
Spencer Street came last (likely tied with another 20 games) out of 59 games and can be downloaded here.
Friday, 6 April 2012
Forever incomplete: Geometry 2
Geometry 2 was to be the natural successor to Geometry. I started development in January 2012, but within a month I scrapped the project.
I wanted Geometry 2 to take the good parts of the original and expand upon them. One major feature I wanted to include was a visual representation of the area that each player controlled. This is shown above, however the game never got past this point because it was scrapped. The reason being that the visual effect was just too much for some people.
The project was ultimately a failure, but on the other hand it is a good example of controlled exploration of game design and development. I did learn a lot from this project, it was the first time that I created an interactive mini map, a pie graph and other features. Even in light of this failure, I still would like to create a complete game that builds on Geometry but it will take a different name.
I wanted Geometry 2 to take the good parts of the original and expand upon them. One major feature I wanted to include was a visual representation of the area that each player controlled. This is shown above, however the game never got past this point because it was scrapped. The reason being that the visual effect was just too much for some people.
The project was ultimately a failure, but on the other hand it is a good example of controlled exploration of game design and development. I did learn a lot from this project, it was the first time that I created an interactive mini map, a pie graph and other features. Even in light of this failure, I still would like to create a complete game that builds on Geometry but it will take a different name.
Friday, 16 March 2012
Postmortem: Geometry
Geometry was made in July 2011 for the Game Maker Community Jam #3. It was made in 72 hours. It's worth noting that this game was my first game, which was released publicly.
The whole point of Geometry was to recreate a domination game in it's simplest form. The game play involved large shapes (known as nodes), which created smaller shapes (units) that could be used to capture more nodes. Victory was achieved when you controlled all the nodes and no enemy units remained.
That was what I wanted to achieve, did I do it? Yes. The game did score well and received many favourable reviews. One which I enjoyed reading came from ThatSnail, it read; "The graphics are **** but the strategy involved is so deep it's ridiculous. Whether you intended to or not, you managed to incorporate a lot of tactics like flanking, decoys, attacking on multiple fronts, intercepting enemy lines, guerilla warfare, etc..." It sums the game up well: Good game play, but poor graphics.
Geometry tied 11th place out of 59 games and can be downloaded here.
The whole point of Geometry was to recreate a domination game in it's simplest form. The game play involved large shapes (known as nodes), which created smaller shapes (units) that could be used to capture more nodes. Victory was achieved when you controlled all the nodes and no enemy units remained.
That was what I wanted to achieve, did I do it? Yes. The game did score well and received many favourable reviews. One which I enjoyed reading came from ThatSnail, it read; "The graphics are **** but the strategy involved is so deep it's ridiculous. Whether you intended to or not, you managed to incorporate a lot of tactics like flanking, decoys, attacking on multiple fronts, intercepting enemy lines, guerilla warfare, etc..." It sums the game up well: Good game play, but poor graphics.
Geometry tied 11th place out of 59 games and can be downloaded here.
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