Hey, it’s this time of year again !!!
Another Ludum Dare and as usual I’m exhausted, but proud of the result anyway ^^
We had a strange theme this time: Entire Game On One Screen. Well it’s not like I have done this before. It’s more like a design constraint than a proper theme but anyway… So I decided to use the Snowman theme as well, it was a kind of joke theme that appears on top voted themes.
Whithout further ado, here’s Avoidotron, enjoy !!!
Looks like I didn’t manage to pull out something this month :(
I know exactly why:
– As usual I started too many stuff and couldn’t finish one
– I was thinking I could finish something this weekend as I had 4 days off in a row but I ends up being sick the whole time unfortunately
So my usual problems are still there: starting many stuff instead of finishing the one already started and procrastination.
Well I could also say a lot of things to do at work and I usually end up a bit tired back home to develop anything, but that’s kindda lame excuse :P
Here’s a list of stuff I started this month instead of focusing on 1gam (and I guess I’m forgotting a thing or two):
– I tried to make some kind of story game using RenPy: interresting framework I’ll definitelly look more into it
– started a 2d top down arena shooter in unity: I guess this one was my plan for the game of this month, I think I’ll make it into a proper game by the end of june
– started python tools as a helper for microscope rpg and then as a generic node tree editor
– long time ago I’ve started a card game framework in python and wanted to rethink it a bit starting having a server / client on top, nothing really working yet
So, yeah my mistake, starting too much things and not finishing even one of them. I think those days have been heavy working on my full time job part mostly leaving not much energy for anything else, I hope it’ll get better.
Hey, long time no see… I had a little bit of problem with my computer’s ssd drive who decided it doesn’t want to live on this planet anymore. Fortunately it was mainly used to sustained the os and a bunch of softwares so no data loss, pffffiouu…
I changed a bunch of stuff since last time:
The graphism seems okay now, no more grey cubes, still needs a bit of tweaking here and there I’ll see if I’ll find time to do that. Definitely needs a main menu image.
Sounds !!! I just grab a bunch of sound from freesound.org, still needs a background music, my friend Kixo told me it may have something for me that’s great ^^
In terms of gameplay:
you now have 2 min instead of one
the pirates are still a bit dumb (I need to work a bit on their AI) but now they shoot and can kill you
I add some asteroids as obstacles
Okay, only five days to go and a bunch of stuff are still missing:
A main menu image
A main song (yeah I’m looking at you Kixo :P)
Less dumb pirates that not stuck in front of asteroids forever and that shoot only at player and not every seconds because they can
Random spawning items like health refill or time extension
I still have other ideas but I’ll keep them for the next months to come. Enjoy
Use arrow keys to move the ship, deliver as many packages as you can in 2 minutes.
Hey !!! Here’s the first prototype for Space PostMan. It lacks proper graphics and sounds but I guess the basic gameplay is here. For now there’s only 3 stations and two dumb pirates who don’t even shoot but I’ll add that later. I think you gonna need some more visual information on the station you should grab and deliver package, maybe not only on the radar but dirrectly on the screen somehow
Use arrow keys to move the ship, deliver as many packages as you can in 1 minute.
In order to make this space trading game it would be simpler to make several steps toward this goal. I came up this simple idea: Space Postman !!!
I’ll start working on different gameplay components that we can use later:
Navigating a spaceship in a top down 2.5d space.
You have a light mail ship without any weapon and you need to deliver packages from station to station.
Pirate ships try to shoot you down to grab the precious packages.
I have already a basic Quest System that will be used to generate random quest (deliver package from A to B) at the begining and every time you complete the delivery. This system will be upgraded later for more complex quests.
Make money / points delivering as many packages as you can in a given time.
Background Elements (Planets, Asteroids…)
So this year I’d be glad to take part in 1GAM as I told before. I know I told the same thing last year and didn’t manage to make it that’s why I need a bit of preparation this time. So here’s a first list of what I’d like to make, I’m pretty sure I’ll not be able to do all that stuff but it a first draft of ways I would follow.
Types of game I want to make:
Space Trading Game
That’s something I want to make for a long time actually (you may remember this attempt ).
I already started something in unity, first I wanted it to be my first game for 1GAM but it is obvious that it’ll take way more time than just a month to complete. I need to find a way to split the development into several games and each time adding new features within a kind of episodic story.
Since I’ve played Magic The Gathering back in the days I always wanted to make a card game of my own. I tried a bunch of times and recently I came up with a prototype I tested with someone who never played this kind of card games and it works. It still needs a lot of tweaking and more content but the basic concept is working. So I was thinking: why not make a computer version of that ?
RogueLike / ZeldaLike
I put those two into the same kind of game because, as one is turn based and the other realtime, they share some common components: elements with simple bevahiours that combined with eath other make some really interresting gameplay, what’s called emergant gameplay. Well at least that’s the way I see it and the way I want to make it ^^
Developing a basic shmup is quite easy: as long as you have a box collider manager you can make wave of random enemies appering from the top of the screen. It could be interresting to make something more from that, I dunno… take this simple concept with some polished art or maybe mix it with another kind of games like physics or puzzle games for example
Turn based strategy / 4X
4X are games when you usually control an empire and your goal is to eXplore, eXpand, eXploit, and eXterminate. They are not necessary turn based but it could be interresting to make a 4x that way. Not sure yet which elements would be involved, pretty sure it’ll be in space…
Also there’s a bunch of concepts I’d like to explore:
It’s a way to have a different game everytime you play, randomization with some contraints actually. It goes well with a roguelike game as they are always based on this principle. Usually used for dungeon generation with a bit of tweaking you can apply it mostly everwhere. One downside though, as you want something different everytime you need more content and a lot of testing / debugging to check if every pieces goes well together. But in the long run it definitely worth it.
You can have a look at this site for more information on the subject: Procedural Content Generation Wiki
I already talked about it, I really need to push forward this. Elegant design is always the best way to go. If you have a bunch of simple behaviour that fit naturally together and everything make sence that’s what I’d call a fucking great win.
This is an interresting concept: basically the story you want to tell unfold through gameplay and not from dialog or cutscenes. It’s the equivalent of movie Show Don’t tell, here we have Play Don’t Show.
Non Combat Centric
Too many games are based on the same principle: you’re the good guy you shoot bad guys, and that’s pretty much it. You can put whatever story you want around it it still the same. Why do we game developper keep doing that ? well because it’s easy in term of action -> feedback. But it still a bit childish, There’s a lot of other ways to explore than that.
I usually don’t make multiplayer game, I don’t really know why. Well there’s always the multiplayer connection problem if you want your game to be played on several computer. A could make a multiplayer game playable on the same computer though… Wait I already did it for this first month of 1GAM, even if it’s not much I could try to go a bit more in that way.
Yeah I know… It’s usually harder than it looks because you have deal with several possible resolutions, optimisation problems and so on. But some people managed to get paid doing that even one man studios, and additionally it could be fun to find new ways to interact with touch screens, gyros, cameras…
This one is a bit more technical but it should be interresting to came up with a bunch of reusable gameplay modules. It should be easy to setup in unity:
Quests / Achivements
Inventory / Items
RPG Character / Leveling / Skills…
Grid Based Layout
Alright that’s more than enough, I’ll not be able to do all of this but at least that’s a goal. Next time I’ll post about what I want to make for February 1GAM.
As I said earlier that’s not much of a game: lack of time and motivation I guess, not a good start…
Well to tell the truth I was working on another game project but it turns out to big to finish, I’ll tell you about this one later.
Since then you can enjoy this 2 player pong / soccer thingy. This simple gameplay seems interesting though I guess it could be turn into a proper game, maybe for another 1GAM month who knows.
Yeah I know it’s a bit late for that but anyway (still in january so that’s legit)
So I’ll tell you pretty much the same thing as last year I guess… But wait: Am I talking in english ?!? It seems so, I decided to take a more international turn on my blog to see what happen.
So here’s the plan for this new year:
as usual I need to post more stuff on this blog:
It’s not like I’ve got nothing to show you guys maybe I just need to kick my ass a little bit and put stuff here, even if it’s not really finished, it’s always good to have a feedback. This blog need a bit of layout refreshing too, I’m working on it.
I’m hopping to participate to 1GAM this year:
it’s gonna be tough as my current job is taking a bit too much of my energy unfortunately, but I’m sure I can make it. I’m gonna work a bit on the first game right after this post and put it online right away. This first one gonna be a more or less updated version of an old prototype I’ve made a few month ago. Better games will come next months hopefully, I’ll talk about the plan I’ve got later.
Game Dev on Unity:
Work related stuff:
not sure yet but I’m thinking I should put some stuff from my actual work here like using Maya with python, making of rigging systems… I sure need to add a portfolio somewhere soon.
Anyway, I hope you guys are not bored already by all of this, and I hope I’ll be able to follow those steps properly and painlessly !!! Happy new year folks !!!
Yop !!! Bonne année les gens, pfffiou ça faisait longtemps…
J’ai participé il y a peu au Ludum Dare #22, il s’agit d’un concourt de game developper, faire un jeu en 48h… Bon forcément ça reste un peu basique en si peu de temps, mais ça reste une expérience assez marrante, ça m’a permis d’apprendre aussi un peu plus à utiliser le langage python et la lib pygame.
Yop !!! ça fait un bail que je n’étais pas venu dans l’coin… J’en profite: Bonne Année !!! Et pour bien commencer, voici ma participation au Room Jam qui s’est tenu ce weekend. Le but était de faire une pièce en flash avec un début et une fin, l’ultime but étant que raccorder tout ces niveaux faits par différentes personnes pour ne faire qu’un seul et unique jeu qui portera le nom évocateur de So Many Rooms !!! Cliquez sur l’image ci dessous pour voir c’que j’ai fait (attention ça part vite et ça se contrôle avec les flèches du clavier)
Faut pas croire mais pendant cette longue absence j’ai bossé un poil (dans la main ?)
J’ai commencé à repenser le système de tilemap d’alarash rpg, après avoir obtenu quelque chose qui me plaisait un peu plus, j’me suis dit: pourquoi plutôt que de faire une map vu de haut j’pourrais pas essayer quelque chose en vu de côté pour voir ? Et c’est c’que j’ai commencé à faire donc, avec pour but ultime (ou pas vraiment, la fin n’existe pas) d’intégrer ça à mon space chose, une fois qu’on atterri sur une planète on tomberait sur une phase jeu de plateforme… Bon ça reste encore sévèrement buggé mais c’est un début.