About uncade (twitter: @UncadeGames)
Ludum Dare 26
Ludum Dare 25
October Challenge 2011
Ludum Dare 21
Ludum Dare 20
Ludum Dare 19
My goal for the October Challenge was to successfully Kickstart my game Another Castle. Well, it took a bit longer than expected, but it just reached it’s $12,000 goal on Kickstarter!
I’m glad I took more time to work on my pitch, as I was able to make the prototype much nicer, and I even got approved as a Nintendo developer so the game’s coming to the Wii U! I know Kickstarting a game isn’t quite making a full game for the challenge, but I’ve been wanting to work on a much more ambitious project, and Kickstarter has been a fantastic way to give me the freedom to do so. The Kickstarter’s still going on for about a week, so check it out!
My Idea is Tailgater, you have to tailgate a car and don’t let it get too far ahead of you, and GO TIME!
So my October Challenge goal to launch a Kickstarter for Another Castle hasn’t quite made it. I’ve made a lot of progress on the game this month, and I’ve just released a new version, 0.04.
I have all of the basic functionality in the game now, but I want to take some more time to polish the Kickstarter pitch to be as awesome as possible. I feel this is important as the campaign will pretty much make or break whether I’ll be able to complete the game. I mainly want to add, or at least concept, some of the more flashy things in the game, such as a flame thrower, freeze ray, jet pack, and some awesome looking enemies. My target now is to launch the Kickstarter either Nov. 29 or Dec. 6.
Here’s a vid showing off the new version which I released today:
And as always you can play the current prototype at http://www.AnotherCastleTheGame.com
I just updated Another Castle to 0.03. This version adds in a sword, pellet gun, falling spikes, slimes, and some nicer backgrounds. All of the basic weapon types are done, so next on the list are some basic magic and clothing items.
You can play the prototype at http://www.AnotherCastleTheGame.com
I just updated the prototype for Another Castle to 0.02
This update includes treasure chests, a yoyo attack, flying eyes, potions, heart containers, and an energy drink.
You can play it at AnotherCastleTheGame.com. I’ve also put together a quick video showing off the update, and I’m going to try and make one for each update going forward:
So for last year’s October Challenge I released my game Haunted Hallway on to the app store, and since then it’s made about $2,250. This year I want to try something a little bit different, so by the end of the month I’m going to try and launch a Kickstarter for the game I’m currently working on, Another Castle.
Another Castle combines classic platforming gameplay with the randomness of a rouguelike. You play as Andy, a kid who’s looking for a random item, whether it be a kick ass magical sword, a wizard hat, or royalty. To find the item you must run, jump, and fight your way through a randomly generated castle. When you beat the game, you sadly won’t get the item, as it’s always in another castle. Instead, the item is now unlocked and can be found in future playthroughs of the game.
I currently have the first barebones prototype up at AnotherCastleTheGame.com. My goal is to update that prototype to an acceptably awesome level throughout the month, and to create everything I need for the Kickstarter campaign.
I’ll be working with my buddy Josh on this one. Just got back from a brainstorming session. Our game is gonna be a randomly generated metroidvania set in an underwater research facility. It’s gonna be awesome.
I just added Haunted Hallway on to Kongregate, you can check it out here:
Hoorah! Haunted Hallway is now out on the App Store! It’s an infinite runner, but with actual platforming controls. It’s also a universal app, and only $0.99, so you should totally check it out. Here’s a video of the game in action:
and here’s the App Store link: http://itunes.apple.com/us/app/haunted-hallway/id456061359?ls=1&mt=8
It’s like I’m an all powerful force, able to stop time at a whim. Fear not from incoming doom, for time shall be rewound for one more attempt to evade your fate. Or perhaps you’d like to go home or be deaf from the horrors of the world. Fear the menu’s almighty power!
*going crazy with boredom making menus
For the October challenge I’ll be finishing an iOS game I started last month titled “Haunted Hallway”. It’s a 2.5D platformer with an infinite procedurally generated level. The goal is to last as long as you can running from the spooky ghost wall of doom. It’s Halloween themed so I’m hoping to have it release a week or two before the 31st. I feel like I’m cheating ’cause I’m almost done with it, but if there’s enough time at the end of the month I might make a second game real quickly like for the challenge.
Here’s a screenshot of the iPad version:
I just finished up my jam entry, Frickin’ Laser Beams, you can check it out here:
Overall I’m really happy with how this turned out. It’s a platformer where you have to run to the energy shields to avoid being killed by the ever present danger of laser beams. I might decide to keep working on this as a full game, not sure yet. I added music for the first time to my entry, totally worth it It also ended up looking a lot like minesweeper, which was unintended, but kinda cool now that I look at it.
This’ll be my third ludum dare, hopefully I’ll finally make something that doesn’t suck
I recently picked up Vectrocity for unity, so I’ll use this ludum dare to learn it and make a neat vector based game. Other tools I’ll be using include Blender, Photoshop ( Elements, cuz I’m cool like that), CFXR, and I might cook up some music on my iPad. I also really need to post some awesome food pictures this time.
My tentative plan is to make a prototype for the game jam, and then make a finished iPhone app for 1MonthGame.com. I’m doing the jam instead of the competition because I’ve already made a bit of generic 2d platformer code, and I’d like a little bit more than 48 hours to make a kick ass prototype. My goal will be to shoehorn the theme into some type of 2(.5?)D platformer, which shouldn’t be too hard. I also want to focus on getting the gameplay right first this time, instead of the graphics. I spent almost the entire first day last time making the bear model for BEARoNAUT.
Development: Unity, MonoDevelop, C#
Art: Blender, Photoshop Elements, Inkscape, ZBrush
Sound: CFXR, iSequence(iPad app for chiptune goodness)
I’m in for the mini LD.
I’ll be using Unity, Blender and gimp. I’m hoping to work a lot harder on fun gameplay this time, as opposed the the last ludum dare where I spent the first day making a bear model. Maybe a simple abstract art game. Definately 3D though.