Posts Tagged ‘fire’
In this post I’ll present to you how I take the decision of make this game, how I deal with (many) problems, why I enjoy the results and what is my next steps after my participation Ludum Dare 28.
But you can play the game here first
WHAT WENT WRONG?
Everything! I decide to participate in Jam mode, but I want to participate in Compo. A programmer want to participate with me and them I decide to call one friend who is a artist to help us with the assets.
After our brainstorm, we decide to make a game about Trust. In the game you can trust only in one person, and the idea of the game is make the player survive in the middle of a bunch of assassins wanting more money.
The idea comes from the programmer, and unfortunelly he decide to give up in the second LD day. The artist have issues with his PC, and start to work only in Sunday, and I take a day trying to write a story about trust with many choices. Sounds hard even when you try to imagine such a thing. The wost thing in my opinion is the programmer don’t warn anyone about he’s give up. So the artist take all the Sunday night to make the characters sprites… and we can’t use it.
My first failure was let the theme be accepted (my sugestion involoving beer), and after I make it harder in the game mechanics. The withdrawal of the programmer is expected, so I made a plan B: a text-based game with my script done.
My second failure is that I’m not a good writer. I can tell some stories but not using only words, specially in english. This game makes me training my english a little, but I believe it was too earlier to make a text-based game like this. At least I’ll try to write more stories.
And finally, people don’t like to read, and I write a lot in this game. My story have this problem: have too text and nothing seen very important. I will try to improve this storytelling ability.
WHAT WENT RIGHT?
The visual for a text-based is AWESOME, i admit it. This experience I got from another game that I made in September, which this same developer let this job to me to do and take vacations.
This experience help me a lot in the visual concepts and ideas. I also have to say thanks for my girlfriend and his sister to help me with the intro video. The video gives to the game a good visual effect that I particularly like in the Start Menu.
With the grammatical errors, I have the help of @TomoAllTheWay, a nice guy who make the copywriting for me. I also have the help of Christina Nordlander to some basic errors that I let it pass. Advices about how the story fails in trying to give the player care with the characters was received too and I want to study more about this technique.
But one think that surprise me a lot it was Twine. This text-based engine is so good to make games, that I take two days to learn it and do the game. I also learn how to use the CSS to control the background and how to improve the game with audio. There’s a lot of things on the internet that you can use with Twine to make a better visual to your game.
The most important lesson that I learned in this LD is: the game sometimes can reflect the reality you live. I try to trust in someone to make a game with me. I let another programmer out of the group to let this one make the development as he want, and yet he doesn’t. I let he decide the theme, and yet he simply give up. Meanwhile when I need someone to make a video in Sunday night, my girlfriend make it. When I need a copywriting Tomo decide to help me. In his work. Choose wisely when you gonna trust in your jobs.
Christmas, New Year’s promisses and a lot of work to do in January. I’ll decide my path and simply do it. And you, play the game. It’s harder to do this text-based game than you think.
I just realized I haven’t posted an update on the site yet!
I’m making a 2-player co-op fire-fighting game. Fire monsters appear and set trees on fire, and you can spray foam on everything! What could be more fun?
Here’s the title screen:
Not all the art is in the game, and I also have to add sound effects, actually save highscores, and do more playtesting. I’m glad I’m doing the jam this time! It’s been a good experience.
Final game looks like this:
It is an asymmetrical 2 player (one with a mouse and keyboard, the other with an Xbox 360 gamepad) 3D fire sim toy thing. You only get one match’s life (if you’re player 1). Water and fire interact in the usual way. Strike the match on the rough rock to start. Points are awarded for tree/ house voxels burnt to the ground. There’s no sound.
This was my second ever game jam and I learned lots from this project – obviously fire simulation, but also the particulars of Unity’s particle systems and I’m sure lots of other things I can’t remember now.
Obvious bugs include the match floating up at certain times, due to unity’s physics collider. The match probably shouldn’t float on the water either…
I started lots of things that didn’t go into the final game – independent voxel fire grids that could interact, procedural generation of terrain. I guess the maths was a bit too difficult after nearly 28 hours of programming for my brain! I really shouldn’t have eaten so much sugar. Maybe next game jam I’ll remember!
Thought of a name: Perfect Match
The gameplay is coming in now: one match can move, and burn itself (also burning the environment). – I want to make it multiplayer, so one player controls the match and has to burn as much as possible, and another player controls a ship with a hose to put out the fire.
First every Ludum Dare, decided to make a 3D fire sim – spent a while researching after a lot of lying in, but been working for a few solid hours. Hopefully will get some “you only get one”-match-to-burn-everything-with gameplay going on tomorrow. Some screenshots – currently everything burns, including underwater stuff, and it doesn’t yet leave a black trail where it’s burnt. Pretty happy so far though!
I hate it when this happens. You create this universe. You come up with these characters. You twist this game mechanic and run with it. You end up falling in love.
And you swear up and down that it’s time to move on, you’ll do something new, something exciting and “innovative.” Something that’s different for the sake of being different in some futile attempt to break some hypothetical mold.
And it never happens. Because you’re in love.
Yep, I’m remaking an old contest entry.
All melodrama aside, this is going to be awesome. So awesome, you may want to take a knee.
Oh, wait, it looks like our little blue protagonist already has. Because he can duck now.
Also, I figured out how purple works.
This time around, you’ll be immersed in the universe in the way I had it visualized from the start. You’ll follow a storyline and get to know the characters just as well as I did. You will be tested and you will be challenged and you will like it and you will fall in love.
Oh, and you get a cookie if you remember this guy:
You won’t remember this guy, though:
These vids are old! It’s coming along like crazy. I hope I impress at least one of you guys, because this is going to be the biggest, most elaborate game I’ve ever made.
aha ! now I can go to sleep… I have the ideia to dream on Glaucon after a boring class from Plato fall in a cave and have to escape from it, but in order to escape will have to find the sequence that opens the door of the cave, the keys are around the cave, but you cant see all around because the light dont go too far … and watch out the monsters of the cave Glaucon !! throw fire on it !!
here are the drafts
We cheated! We were two ppl working on SokoBomb me (drZool) and dr Elak. Yes, but we told so up front when we begun. Anyways the compo game is a randomly generated sokoban adventure… minus adventure. And the postcompo game is a puzzle/action adventure, without randomly generated rooms. But with whitty npc’s and melting icecubes
The original entry with random levels are here
The post compo beta/demo of the game with hand made levels can be found here including a video of the gameplay. We did enter Swedish Game Awards with it, but did not place.
Here are screens from compo entry:
First random generated level. Note to self: improve difficulty.
Dr Zoolak in a mean mood. Random-generated level.
A visit to cubicle hell, random style.
Here comes post compo screens:
Soko showcasing the latest in weapon sprite fashion.
Refraction in action.
Better put your shades on, those are real hardshadows.
No smoke without fire. Creeping features abound!
Pathfinding up and running, so are the conveyor belts.
Ludum Dare #3 (2003), theme Preparation. My game, PuffBOMB. Propel a hamster character to an end zone using bombs. Incredible Machine with explosives, burning, and screaming. :). The original compo version, unfortunately, featured only 2 levels.
PuffBOMB scored a Silver for sound, and came in 5th place for fun.
Download: Original compo version
After the compo, I continued to work on the game over a couple weekends, adding 10 actual levels to the game. Also, adding custom level support, due to Stephen Stair offering to build a level editor. The game was later featured on several on several game magazine coverdisks.
Download: Post compo version (0.8)
Eventually, in 2005, I went ahead and fancied up the original game for submission to the IGF and Slamdance competitions. Changed the graphics dramatically, toyed with some graphical effects like a cartoony fire effect, white outlining effect, and so on. Added a proper menu, and ported the game to the Mac.
PuffBOMB was a finalist for the “Popcap Casual Game Award” at Slamdance 2006.
Today, development continues on the so called “super remake” of the game.