Progress on the unnamed bunny tactics game has been going very well. At this rate, things may be wrapped up within the next couple weeks. It features melee weapons used by clicking the mouse, and range weapons used by charging up a small meter. Typical WASD is for movement. The hats give some kind of perk or attribute bonus.
This defense game is not progressive - there are no days or rounds that get incrementally more difficult. Instead, there is one long battle that requires multiple retries. Money and gear (seen above) is randomly obtained over time. The player's score in general is determined by how few retries it took to defeat all 100 enemies. This whole setup makes it so much easier to balance on my end.
Unfortunately the game does not make a whole lot of sense. For starters, why are orcs and the undead attacking this bunny? And what is with the goofy hats? I admire good story lines and strong character development, but it was just not my focus this time. Actually, I am attempting to make use of a lot of art that got shelved last year, so the overall theme of this game was not very selective.
As usual, I am always excited about future plans and ideas. Basically, I am feeling confident to pursue multiplayer Flash games next on my agenda. It may sound outrageous, but apparently is very feasible with modern APIs and tools, like Player.IO and SmartFoxServer. It does cost money, but seems very affordable.
Additionally, I want to find a simple way to host player-made content on a server, and have the core feature of the game be some kind of level editor. One of my own dot com domains offers unlimited hosting and bandwidth. A naively insecure approach to host player-made content is to send the data to a PHP page with parameters that save data entries into some SQL database.
Saturday, June 30, 2012
Thursday, June 28, 2012
Zombie Situation released!
I am happy to announce that Zombie Situation has been sponsored and released by Mad.com (also known as MoFunZone.com). The viral version for the hundreds of other portals will be released within a week.
Royalty-free Music: Pond5.com, Audio: FreeSound.org, Overlay Textures: Mayang.com
Posted by Elliot at Thursday, June 28, 2012 No comments:
Monday, June 11, 2012
Orcs! Oh my!
What is the best thing of being self-employed? Is it the ability to take time off spontaneously without suffering consequences of even subtle office politics? What about the creative freedom to pursue any idea basically for any platform? How about taking a laptop and working anywhere at any given time? To me, it is all those things, but at what cost?
Well, it's not the financial trade-off anymore, because I am now earning more than my old Firaxis salary. I have carefully calculated this based on the average statistics of all my Flash games - time invested, overall vacation time, and the income received from all sponsorship deals. The auction for Zombie Situation is basically over and the primary license is going for almost exactly what I predicted.
It seems to me that Flash has become a stable path for me to pursue as an indie game developer. There are so few technical problems, and play-testing has less overhead compared to mobile development. Perhaps in six months to a year I'll feel the need to gamble in the mobile space again, but for now I am satisfied.
Anyways, I have been working on my current unnamed project. I took the mechanics from the tooth prototype shown earlier, and changed the theme to make use of the art assets I already have. This is turning out to be the best option for me.
Actually, I have more than half a dozen prototypes of other genres before I came complete circle back to the run and jump shooter idea. One was a gold grabber that was inspired by many sources...
Posted by Elliot at Monday, June 11, 2012 No comments:
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