About NMcCoy
NMcCoy's Trophies
NMcCoy's Archive
Minimally finished
So my game has all of its initial scope filled out, which means it’s time to playtest and polish! Impressions and feedback on the current build would be greatly appreciated! (Tap X to advance text and fly.)
Setting the stage
So, I’ve got my concept mostly solidified, and the intro cutscene done (press X to advance the text)… Now to start working on actual gameplay. I should probably get that sorted out.
I’m in for the Compo! With a computer this time!
After last LD’s disaster, I’m glad to have a nice shiny new functional computer to be doing this on! Standard declaration of tools and such:
Framework: Flixel (+ Power Tools)
Graphics: The GIMP
Sounds: sfxr and Audacity
Music: PXTone and/or Famitracker
Food: Mostly breakfast foods and beef stew
Desk: You don’t wanna know
Disaster has struck…
So, yesterday my desktop PC picked pretty much the worst time possible to quit working. I’m stuck typing this on my hand-me-down Macbook, without access to any of the tools I intended to use to make my game. I still intend to see what I can scrounge together on this combination of Ubuntu and OS X Tiger, but Flixel, Famitracker, and PXTone are all Windows-only, as far as I know.
My working title for my intended game is “TIME BOMB SET! ESCAPE IMMEDIATELY!”
Bring it!
I’m in once more, and have gone to the trouble of rescheduling dental appointments in order to participate. I’ll be mixing things up a bit this time, using Flixel rather than my usual Processing. I’ve never made a game in Flash before, so this is gonna be exciting. Other tools include my usual sfxr (and possibly the various derivatives that have sprung up), PXTone and/or Famitracker, and possibly The GIMP if I make any actual art.
Kobold Goes Alone: Postmortem
So, my LD20 entry was my return to game-making after a considerable hiatus. I didn’t do much in the way of exploring new technology or tools, opting instead to stick with what I knew and focus on turning in a solid result. What went well, and lessons learned:
(more…)
Actual progress!
Yay! I had to scale back the ambition of my attack system considerably, but I think I’m actually liking the end result a bit better. A simple combo system is more in keeping with the spirit of the Dragondot franchise, anyway. There will also be charge-up attacks. Also, now has sound! http://nmccoy.net/games/sausage/ld20/index.html
Timelapse pt. 1
Viewable here. Man I spent a lot of time on IRC…
Atomic Satisfaction
So, one of the game development lessons I’ve learned over the years is that if you want to have a satisfying game, every little interaction the player has with the game should also be satisfying. With that in mind, I’ve spent the last few hours tuning my movement controls, with a black dot jumping around on a black line:

If you want, you can try it out yourself. Enter to start, Left/right arrows to move, Z to jump, Z in the air to airdash.
Small update
Sleeping on my idea has indeed proved fruitful; it’s a bit more coherent in my head now. And IRC has spoken on the subject of my game’s protagonist, so I can present my first tentative title screen:

Expect GLORIOUS CIRCLES.
Further thoughts
At this point, I’m rather inclined to make a sidescrolling brawler sort of game. Engine should be fairly simple, so I don’t get bogged down in physics stuff, and I can focus on getting the core gameplay elements into a satisfying state. The ‘take this’ part of the equation can be acquirable weapons of various practicality.
It’s dangerous to brainstorm
So, last time I made a total Zelda ripoff, and so I want to do something different. Random thoughts:
- A dating sim. At the start of the game, you get a wooden sword. “Hit them with sword” is ALWAYS a conversation option.
- You’re a Kobold. You have a stick.
- A game about giving advice?
- You’re an old man in a cave. You need to keep an endless stream of adventurers supplied with starting equipment.
Bring it!
I am SO in. As per usual, tools and basecode and stuff:
Language: Processing
Framework: My own, available here
Sound: sfxr and Audacity
Music: Famitracker and/or PXTone
Graphics: GIMP, or more likely circles and lines
Food: All breakfast, all the time
And the Game Goes On…
I’ve been continuing to add new features and secrets to my game after the Jam version. For those of you who are fans, I encourage you to check out the latest version here.

Jam version uploaded.
Still missing bosses, but at least I have additional enemies and weapons.
Aaack…
Music, sound, shrubbery, dummy enemies. A lot to do in the next three hours. Check progress here.
This is not going all that well.
Behold a very lonely procedural world full of very empty procedural dungeons.
Oh, and hold Space to get through the emptiness faster.
Title screen.
As of yet, I have still not discovered what my game is about. If anyone else has any insights, please let me know.


