Here's this weeks game for discussion: Grimind. It's a 2D physics-based platformer that uses light. It looks pretty dope; kind of reminds me of Limbo except you get to be an awesome mole-looking dude on steroids. You can get the demo on their website, and make sure to vote them up on Steam Greenlight.
Monday, January 14, 2013
Discussion Week 6: Grimind
Here's this weeks game for discussion: Grimind. It's a 2D physics-based platformer that uses light. It looks pretty dope; kind of reminds me of Limbo except you get to be an awesome mole-looking dude on steroids. You can get the demo on their website, and make sure to vote them up on Steam Greenlight.
Sunday, January 13, 2013
Skype meeting?
Hey y'all I wanted to know if you guys are available for a skype meeting regarding starting one of the games.
I've been thinking about this pretty simple 2D-Platformer where you play a robot.
The main puzzle mechanic is that there are times during the level where you have no control over your robot. So you must give instructions in advance. At first puzzles will be fairly straight-forward; it would involve mostly with traversal of terrain. Then we start to add timing-sensitive jumps/moving platforms and "virus-infected areas" that flip commands in fixed ways (left becomes right, vice versa)
Narrative-wise I was thinking it is a robot that start to develop free will as the game goes on and it refuses to listen to your tests. I'm thinking the last boss fight is you fighting to maintain control over your robot.
I've been thinking about this pretty simple 2D-Platformer where you play a robot.
The main puzzle mechanic is that there are times during the level where you have no control over your robot. So you must give instructions in advance. At first puzzles will be fairly straight-forward; it would involve mostly with traversal of terrain. Then we start to add timing-sensitive jumps/moving platforms and "virus-infected areas" that flip commands in fixed ways (left becomes right, vice versa)
Narrative-wise I was thinking it is a robot that start to develop free will as the game goes on and it refuses to listen to your tests. I'm thinking the last boss fight is you fighting to maintain control over your robot.
Monday, January 7, 2013
"How do I get started programming games?"
Interesting article from the programmer, Tommy Refenes (Super Meat Boy).
From reading his article I have learned that rather than focusing on just programming I should focus more on learning a game engine (Unity, SDK, Source, Gamemaker), so that I can immediately start making games.
The article provides much good advice for beginning game programmers/designers.
For those of you who already know a language, work with whatever you are comfortable with.
http://www.gamasutra.com/blogs/TommyRefenes/20130107/184432/How_do_I_get_started_programming_games.php
From reading his article I have learned that rather than focusing on just programming I should focus more on learning a game engine (Unity, SDK, Source, Gamemaker), so that I can immediately start making games.
The article provides much good advice for beginning game programmers/designers.
For those of you who already know a language, work with whatever you are comfortable with.
http://www.gamasutra.com/blogs/TommyRefenes/20130107/184432/How_do_I_get_started_programming_games.php
IGF 2013 finalists
So the Independent Game Festival has announced their list of indie games nominated for awards in 2013.
What do you guys think about it?
For me, I have not really heard much about most of the games nominated besides FTL, Super Hexagon, and Hotline Miami.
I found it pretty funny that Goblet Grotto got an honorable mention for Excellence in Narrative, when I had no idea what was going on in that game. Apparently, I must have missed something.
http://igf.com/2013/01/2013_independent_games_festiva_2.html
What do you guys think about it?
For me, I have not really heard much about most of the games nominated besides FTL, Super Hexagon, and Hotline Miami.
I found it pretty funny that Goblet Grotto got an honorable mention for Excellence in Narrative, when I had no idea what was going on in that game. Apparently, I must have missed something.
http://igf.com/2013/01/2013_independent_games_festiva_2.html
Space Exploration Game Idea
Sup guys, here's an idea for a game that I have been thinking about.
I want to make a space exploration rogue-like game.
Story
You are a hired space-bounty hunter. Your goal is to defeat different species of alien races throughout the galaxy. The thing is that you are poor, literally poor. You are only equiped with a lazer gun and shovel. Your spaceship is flying metal junk that moves slow.
Objective
The goal of the game is to travel across space to reach the alien colony to destroy the leader. As you travel through space, you can make stops at different small planets to dig for resources, power-ups, ship-upgrades, money, and etc to make you stronger for the fight at the end. The problem with this is that the longer you take to reach the alien colony, the more advance and stronger the alien race becomes.
Game Design
Essentially I picture this game being done in the style of Spelunky. The game will consist of three parts, space-traveling, resource gathering, and fighting.
The space-traveling sequence will be done in the style of 2D airplane shooting except running from left to right instead of up to down. In the space traveling events you can go through boost gates to make your ship travel fast. You also have the option to skip planets in order to get to the alien colony as fast as you can.
The resource gathering is done on the pit-stop planets where you dig into the ground to mine for power-ups/resources. You are limited by how far you can dig by a pipe attached to the player which provides oxygen. However, you can choose to break the line and dig further, but you will have to use up your oxygen tank that you need to reserve when you reach the alien colony. The further you dig down, the better the resources and power-ups will be.
The last part is the fighting at the alien colony. I imagine it as being one big giant Spelunky level, where you start at the surface of the colony and have to travel deep down to reach the alien leader.
Game Elements
The space bounty hunter will have a health bar and oxygen bar. Your spaceship with also have a separate health meter. If your either health bars reaches zero at anytime, your character will die. If you oxygen bar becomes zero, your character's health will slowly drain. Keep in mind that your oxygen can only go down if you detach yourself from the ship's oxygen pipe, while digging for resources and when you reach the alien colony. There will also be a map to show how far you are in space from the alien planet and also a different map when you are at the alien colony.
The alien colony is rather very big, so if you have the oxygen and supplies, you can explore the colony to discover new weapons, health, oxygen, and etc.
Keep in mind that all the elements in this game are randomly generated, from the levels to the power-ups/resources you find. Perma-death is also present in this game as well.
This is all I have so far for my game. Let me know what you guys think about it.
I want to make a space exploration rogue-like game.
Story
You are a hired space-bounty hunter. Your goal is to defeat different species of alien races throughout the galaxy. The thing is that you are poor, literally poor. You are only equiped with a lazer gun and shovel. Your spaceship is flying metal junk that moves slow.
Objective
The goal of the game is to travel across space to reach the alien colony to destroy the leader. As you travel through space, you can make stops at different small planets to dig for resources, power-ups, ship-upgrades, money, and etc to make you stronger for the fight at the end. The problem with this is that the longer you take to reach the alien colony, the more advance and stronger the alien race becomes.
Game Design
Essentially I picture this game being done in the style of Spelunky. The game will consist of three parts, space-traveling, resource gathering, and fighting.
The space-traveling sequence will be done in the style of 2D airplane shooting except running from left to right instead of up to down. In the space traveling events you can go through boost gates to make your ship travel fast. You also have the option to skip planets in order to get to the alien colony as fast as you can.
The resource gathering is done on the pit-stop planets where you dig into the ground to mine for power-ups/resources. You are limited by how far you can dig by a pipe attached to the player which provides oxygen. However, you can choose to break the line and dig further, but you will have to use up your oxygen tank that you need to reserve when you reach the alien colony. The further you dig down, the better the resources and power-ups will be.
The last part is the fighting at the alien colony. I imagine it as being one big giant Spelunky level, where you start at the surface of the colony and have to travel deep down to reach the alien leader.
Game Elements
The space bounty hunter will have a health bar and oxygen bar. Your spaceship with also have a separate health meter. If your either health bars reaches zero at anytime, your character will die. If you oxygen bar becomes zero, your character's health will slowly drain. Keep in mind that your oxygen can only go down if you detach yourself from the ship's oxygen pipe, while digging for resources and when you reach the alien colony. There will also be a map to show how far you are in space from the alien planet and also a different map when you are at the alien colony.
The alien colony is rather very big, so if you have the oxygen and supplies, you can explore the colony to discover new weapons, health, oxygen, and etc.
Keep in mind that all the elements in this game are randomly generated, from the levels to the power-ups/resources you find. Perma-death is also present in this game as well.
This is all I have so far for my game. Let me know what you guys think about it.
Prototype 1
This is the post regarding the creation of a simple platformer.
Let's get some ideas going about what it will be, where we'll draw inspirations from, and also what program we'll use to make this.
Most important thing I feel is to have a nice feeling movement. One of my favorite sidescrolling games is Ghosts n' Goblins because its movements force you to commit to jumps and be decisive because there is no leeway in your jump arcs.
The thematic idea I had for this game is that it takes place in victorian england. You play as jack-the-ripper. Feel free to contribute gameplay ideas, narrative ideas, and more thematic propositions as this was just my proposition. We'll come to a decision on what we'll make together.
Let's get some ideas going about what it will be, where we'll draw inspirations from, and also what program we'll use to make this.
Most important thing I feel is to have a nice feeling movement. One of my favorite sidescrolling games is Ghosts n' Goblins because its movements force you to commit to jumps and be decisive because there is no leeway in your jump arcs.
The thematic idea I had for this game is that it takes place in victorian england. You play as jack-the-ripper. Feel free to contribute gameplay ideas, narrative ideas, and more thematic propositions as this was just my proposition. We'll come to a decision on what we'll make together.
Sunday, January 6, 2013
Discussion Week 5: SkullFace
The game for this week is the platformer: SkullFace.
As usual post your comments, thoughts, likes, dislikes, and etc
http://greg-anims.com/?page_id=811
As usual post your comments, thoughts, likes, dislikes, and etc
http://greg-anims.com/?page_id=811
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