Archive for the ‘October Challenge 2011’ Category
Second “1-day” prototype for my 12 single-month games for 2012.
Final version (final 1-day prototype version) on the bottom of the post.
So as expected I didn’t get my game to a releasable state but I got some useful work done and I’m still motivated to keep working on it so I’ll carry on and probably keep posting here for now. Well done to everyone that managed to release and have made some money.
With this new video preview I just wanted to point out that Courier of the Crypts goes on with the development despite failure at the October Challenge 2011. This preview is featuring new tiles for the Marble Halls thematic and ladder transitions.
If you like what you see then don’t forget to follow the rapid development at my blog.
So, for the last week I’ve been working on a game programmed in Java called Eternities RPG (originally named after my 3D RPG I was making until my harddrive broke originally named after my game made in RPGVX called Eternities Faith before I started programming). It’s a simple topdown RPG, so far there’s only stats, art, and 1 enemy. But if people would like to keep track of the progress (which will be like, no one) I’ve been posting youtube videos of the game in developement. Eternities RPG progress update
I am a software engineering student and very passionate in video game developing. I want to know on which platform the video game, that we want to submit, must be developed?
thank you forward
Last year we did a world-wide gift exchange which was a ton of fun! I’d love to do it again, but I really don’t have time to organize it this year. If there is someone who wants to head this up, please get ahold of me!
Here’s a few things we learned from last year:
– Participating costs about $50 .. Spend about $25 on gift(s) and $25 on shipping.
– Gift must be sent out by the end of November, we try to have most gifts go over seas, so they often take 3-4 weeks to arrive at their destination.
I actually have a commercial version of my game ready, but I couldn’t get everything up and working before the end of october, since actually selling the game can be a little bit complicated…
First, in Android Market, you need a Google AdSense account, and that can be complicated to get.
And in Desura, I’m still waiting to get accepted.
I’m a little bit sad about “losing”, but it was definitely a positive experience.
And as far as getting an AdSense account running, I’ve created a blog about my thoughts on game design and everything else. I’m still a newbie at the whole thing, though, this is my first blog.
Anyways, here it is: Stories of Game Design blog!
Here’s my gameplay demo video. I’m attempting to “monetize” the game as of Oct 31st, so I’ll report back on how well that goes.
It’s been a great month working on this. The game is coming along super-well, I imagine it’ll actually be released publicly in about a month now.
After a really intense month, I’m really glad that my app finally made it to the App Store!
Apple’s review process took almost exactly seven days – and the game was approved and ready for sale just in the nick of time at 7:00 PM last night.
My game is a short and simple, yet addictive game called RUNNIN’. The goal is the use the accelerometer on your device to dodge obstacles and keep RUNNIN. The farther you run, the higher your score.
You can check it out over here: http://itunes.apple.com/app/runnin/id475156262?mt=8
If you’re broke or you don’t have an iOS device to try it out, I’ve also published it for free on the web. You can play the same game (in Flash) over here: http://www.stencyl.com/game/play/2005
I’m really glad with the way everything turned out. Four weeks ago I would never think I would have a commercial product out on the market – I’m really glad I was able to experience the entire development process from start to finish. This is definitely a huge turning point in my game development career.
Thanks, Ludum Dare!
…I have some more progress on A Fey Mood. I was able to add a shadow effect and improve the quality of some effects, as well as make the particles and shadows adjustable (as while it looks good, some effects are a bit hard on the computer). I need to add the rest of the story, and this also means adding transitions between stages and actually adding in more content. I also still need to create music and art for the game, but that I’m leaving for later, as I could get all wrapped up in doing that with no real progress. When I complete all the stages and start building assets, I’ll begin taking pre-orders… Hoping to get this onto Desura by the end of this month, at least as a WIP.
Well, I’m too tired, and there are too many remaining issues. Not much chance of wrapping anything reasonably solid up right now, so I’m writing this report before I go and get some sleep.
So the next goal is to release the alpha/tech demo and start taking pre-orders before Monday 7th.
Kobo II now has a Boomerang fighter with an “ElectroGun”, similar to the ones in Kobo Deluxe, that is, trying to circle around the player, firing some sort of electrically charged “bullets” at said player. Not much AI and no aim-ahead, but you need to respond actively to avoid pain.
There is also a massive drop ship that moves between random waypoints, teleporting enemies into the battlefield. When attacked, it will face the attacker and backpedal, while returning fire using a truckload of guns. Being in the wrong place hurts. A lot!
Current game mode is a Survival variant, where each stage N has N drop ships on it. You need to destroy all drop ships to clear the stage and move on. A score bonus of 10% extra per stage is awarded, and there is also an “adrenaline bonus” that multiplies the score when destroying lots of stuff in a hurry. Death, should you chose to continue playing on the current stage, is avoided by giving up 50% of your score in exchange for a new ship.
The drop ship doesn’t seem to like having screenshots taken of it when in action, but I managed to capture part of it anyway. (Placeholder graphics; constructed from various Kobo Deluxe tiles and sprites.)
Playtesting is… not boring! This might work.
*sigh* Well it looks like October is really finally done now. You know, I wish it was just 2 weeks (months?) longer myself. I’ll see if I can convince that guy that made Calender to make October a tad longer next time.
I am going to leave the submission form open for another day, just to be sure we catch all the timezones around the world. Submit now!
If you are finished you game but waiting around in submission queues, looking for a sponsor, or pounding away on those last minute submission bugs (and expecting to submit any day now), then I would like to encourage you to submit. We don’t require you have to earn your dollar by months end, but want you to have done everything possible in the time allotted to make it happen. And when you do earn that dollar, ‘cmon back and tell us all about it.
I sincerely hope this was a good month for you and your project. I’ll have more to say once we get all the submissions in.
Until then, crunch faster!
As it turns out, I’m not going to be able finish in time for the October Challenge. My original plan was to sell pre-orders of my game Wolkenwelt by the end of October. Well, in my timezone it’s already November 1st. In hindsight, I didn’t have as much time in October as I hoped I would have. I only had the last two weeks of October for development as I had some important contract work to finish during the first two weeks. It didn’t help that I have been sick since last Thursday.
Anyhow, I have every intention of developing Wolkenwelt further and eventually releasing it. I needed to push back the pre-order date, but I hope to be able to start with pre-orders by next week, even though the first alpha may not be as feature-rich as I want it to be.