Today, I am heading to New York City to attend this MeetUp on "Making Money with HTML5 Games in 2013". It should be very interesting to hear from individuals who specialize in this technology.
Wednesday, March 13, 2013
IGDA Meeting
I am one of the two presenters at the next IGDA Baltimore chapter meeting tomorrow, Thursday the 14th. My talk will be 20 minutes long, accompanied with a PowerPoint presentation titled "The Motivation Behind Small Games". Already at least 50 people are coming, so join now!
Tuesday, February 26, 2013
Arsenal
Here is a look at all 25 weapons. Knives and javelins are thrown; maces, swords, and hammers are swung. Each type is upgraded sequentially as shown.
I might add some goofy or epic ones that are unlocked.
Friday, February 22, 2013
Throwing javelins at zombies
I have drawn multiple layers of background art to create a parallax scrolling effect. Currently I have a desert and dark forest, with maybe two or three more to come. Despite the simplicity, this art style for backgrounds can be a challenge to pull off.
Javelins are working too. They impale and get stuck in the ground or an enemy's body part. I tested all this on a Samsung Galaxy to ensure the animations are smooth and the controls feel solid.
I want to finish all the art this month, and then do all the programming in March.
Meanwhile I have been testing and fixing my traffic game before opening it up to others for beta testing. I found a good soundtrack from Pond5.com: my usual source for royalty-free music.
Tentative icon
Friday, February 8, 2013
The cast
Introducing the cast of the next fantasy game, starring the paladin warrior on the left side...
Each enemy is introduced in their respective dungeon, discovered going deeper into Hell like the first of the Diablo series. For example, the ogre is found in the caves, and the mummy is found in the tomb. Probably there will be a final boss, and the entire game can be replayed at a more difficult setting using the same character.
I am still contemplating the design, attempting to strike a balance between innovation and simplicity. Perhaps weapons will be crafted using various pieces, versus the traditional design of linear upgrades of half a dozen types of weapons. Things are still up in the air.
Tuesday, February 5, 2013
Mobile bandwagon
It looks like I have returned to the mobile gaming bandwagon. Not only is the Ludum Dare port basically finished, but I have set my focus on a side-scrolling hack and slash game for handheld devices. Most likely it will be free to play, supported only by ads and sprinkles of virtual goods. Here is an early prototype screenshot...
First I want to get the underlying technology out the way. I license Corona, so that already gets me 99% of the way there. The two blue buttons on the left are for movement, and the right buttons will be for attacking and special abilities.
Naturally I wanted to test the game with the keyboard in the simulator, but Corona does not support this. Playing just with the mouse in unmanageable because multiple buttons needs to be pressed simultaneously (normally two thumbs on the actual device screen).
My solution was to write a classic DirectInput application in C++ that records all current keys being pressed and saves the results to a file. Then in my game, I simply open and close the file each frame to handle specific key input. It is a complete hack! Yet it works!... And makes testing much easier. My chosen keys are on the number pad, so typing code does not cause the character to react annoyingly.
Secondly, Corona is bundled with a tool called Spriteloq for rasterizing a Flash movie clip SWF. This is great for most art assets, but I want my characters to have smooth paperdoll animation. I revised an algorithm I have written in Flash, that dumps rotation and translation from the transformation matrix of each body part as Lua code. In other words, I only need to import a tiny sprite sheet like this:
And use the dumped code for each body part, such as five frames of the warrior's back arm efficiently written as arrays instead of tables in Lua:
-- x, y, rotation
Anim_Warrior_armb = {
15.4,-31.35,-13.27, -- frame 1
15.35,-31.45,-13.27, -- frame 2
15.35,-31.65,-13.27,
15.35,-31.85,-13.27,
15.35,-32,-13.27,
etc,
}
Instead of monolithic sprite sheets like this:
It would not be feasible on memory constrained devices. I would need a whole new one just for a different weapon, and another at 2.1x the resolution for the HD version.
Contact me for any of this tech. I would post it now, but it really needs to be cleaned up first.
Wednesday, January 30, 2013
Heartstrung from GGJ 2013 at NYU
This past weekend I had the pleasure of participating in the worldwide Global Game Jam at NYU's Game Center. This is the largest host for the GGJ in North America, consisting of over 150 participants and at least another hundred more who visited to experience the amazing results.
I visit the city frequently, so what a better way to spend my time making a game within 48 hours in the presence of like-minded individuals, all while chowing down on some of the best food around. My comfortable hotel was located by the Manhattan bridge, so each morning I got to walk through Chinatown for heavenly delicious brunch on the go: Peking duck, pork chive dumplings, Hong Kong style noodles, etc.
The theme for this year was "heartbeat", or specifically the sound of a heartbeat. I met two others, Adam and Rob, and got to work on a game eventually titled Heartstrung.
Heartstrung is a two player competitive game with a retro arcade feel. Two hearts are both metaphorically and physically tied together, while words and sentences fall to hint the struggles of their relationship. The heartbeat is represented by the world itself: a dynamic cardiogram heart monitor machine. The letters are physics objects, either collected for points, or collided to strategically nudge the other player's letters away. The experience is open to interpretation, especially the ending.
I am very satisfied with the end result. The game was nominated and won the award for "best use of theme", so getting the opportunity to play and present to an overcrowded hall on a large projected screen is an unforgettable highlight of the trip. We celebrated at a nearby pub afterwards, so I got to taste local Brooklyn beers paired with the best sandwich I have ever eaten. Whether or not this was favorite game jam, it is going to be very hard to beat...
Here is to hoping... Toronto Game Jam 2013.
I visit the city frequently, so what a better way to spend my time making a game within 48 hours in the presence of like-minded individuals, all while chowing down on some of the best food around. My comfortable hotel was located by the Manhattan bridge, so each morning I got to walk through Chinatown for heavenly delicious brunch on the go: Peking duck, pork chive dumplings, Hong Kong style noodles, etc.
The theme for this year was "heartbeat", or specifically the sound of a heartbeat. I met two others, Adam and Rob, and got to work on a game eventually titled Heartstrung.
Heartstrung is a two player competitive game with a retro arcade feel. Two hearts are both metaphorically and physically tied together, while words and sentences fall to hint the struggles of their relationship. The heartbeat is represented by the world itself: a dynamic cardiogram heart monitor machine. The letters are physics objects, either collected for points, or collided to strategically nudge the other player's letters away. The experience is open to interpretation, especially the ending.
I am very satisfied with the end result. The game was nominated and won the award for "best use of theme", so getting the opportunity to play and present to an overcrowded hall on a large projected screen is an unforgettable highlight of the trip. We celebrated at a nearby pub afterwards, so I got to taste local Brooklyn beers paired with the best sandwich I have ever eaten. Whether or not this was favorite game jam, it is going to be very hard to beat...
Here is to hoping... Toronto Game Jam 2013.
Saturday, January 19, 2013
Ludum Dare Port
I am pleased to announce that my Ludum Dare compo entry "Goat Mechanic" did quite well! It placed #15 overall, and #5 most fun out of the thousand entries. Graphics ranked #19, but audio understandably took #169 because I only had 15 minutes for it. I mentioned earlier that I am participating in OneGameAMonth.com, so my first out of the twelve is going to be a port for iOS and Android with additional features.
The game includes a total of 18 items and 5 levels. It was suggested that I take this to touch devices, so here it is! The sub-theme of the Ludum Dare compo was "goats", so for this mobile version I gladly removed it. The game blends elements from the Scratch Tickets app I made last year. Realistically, although it only needs one more week of development for minor features and audio, it will be released in February because of all the extra time Apple requires to approve apps.
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