#1GAM December14 – Unreal 4

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This time of the year is rather busy so I decided to stick to something small this month and end the year on a laid back little project. This month I’ve started dusting off some of my old unreal 3/UDK knowledge and learning Unreal 4.

I followed one of the tutorial series over on the Unreal Engine youtube channel which put together a neat little level. Using this as a foundation, I tweaked, expanded and swapped out some elements to create a simple little level.

I’ve barely touched the surface with the blueprint system but managed to add my own set of swinging doors as a first step. It looks to be quite powerful so I’m excited to play around some more!

Nothing too fancy, but a good introduction to the engine.

With this submitted, I’ve managed to complete another year of One Game A Month. I look forward to next year.

#1GAM November14 – Slowly But Surely

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The goal for this month was to get something playable out into the world to get some much needed feedback. I’ve managed to put a little proof of concept together, so consider the goal met!

If you’d like to play check it out here. I’m very open to feedback so send it my way. It is still full of bugs and rather lacking but still a good little indicator of the core mechanic.

Miner POC - Punch

At this point I have a good idea of where I want the game to go so I will keep prototyping, adding and tweaking.

Notable changes for the month:

  • addition of ceiling enemies (not in POC however)
  • foundations of a character select screen
  • indestructible blocks
  • UI tweaks
  • beginnings of lives system
  • you can now punch the enemies

#1GAM June – Daily Levels?

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This month I have been pushing hard to get Reversal polished. This has meant removing the old yellow level set and replacing it with a new set. As much as it sucks to throw out work, the old set was just full of bugs and bringing everything else down with it – including my motivation.

This new set introduces a new mechanic – moving walls. There is still some work to be done removing various bugs and issues but the set is coming along great! You can get the new version over on itch.io (if you’d like a key to download for free I’d be more than happy to oblige).

Towards the end of the month I have spent my time tweaking UI and prototyping a possible new addition – daily levels.

The UI has really come along nicely (even since creating the below gif) and is getting nicely polished. The gif demonstrates how the game will remember which level you last played and have the level select screen bring up the relevant level set should you return to the screen.

The idea for daily levels was completely stolen from the game Lyne by Thomas Bowker. Lyne has a similar target audience and I think it is too good of an idea to leave by the wayside. So far prototyping has been going well. Of course there are a bunch of difficulties with procedural generation but I’m excited by the mode so happy to power through them. Check out some procedurally generated levels in the gallery below!

I’m planning to take a bit of a break for the next week or two. Hopefully I can still make some more progress on the daily levels and have a demo of it out by the end of july. I do have a neat meeting coming up though so stay tuned in the event anything comes of it!

#1GAM May – Public Domain Jam

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My, May was a busy month but I’ve managed to keep my #1GAM streak going thanks to Public Domain Jam! The game is called Patience and is based on the poem of the same name by D.H. Lawrence. Play it here.

The jam went okay for me. I had a rough idea going in and had found a really lovely poem by D.H. Lawrence which was to be my basis. The game took a little while to come together into something playable and I’m still not happy with it really. But what can I say it was about 2.5 days work so I can’t expect magic in that time, especially given that I got really sick on the Friday and had to rush to submit before feeling worse.

The annoying thing was that the jam time was extended last minute and the rules tweaked to allow public domain assets to be used. The time wasn’t an issue as I was sick anyway but the asset thing bummed me out a bit. I spent a good chunk of time working on a backing music track because I’m no good at it, this time could have been spent on other aspects (and the music which you know actually be good) if I had the option to choose public domain music from the start.

All that aside the jam went well, @gritfish did a great job organising it! This was my first jam outside of GGJ and I’m happy with my results:

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Check out the winning entries and more at here.

Now back to Reversal!

#1GAM April – Updates galore

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I’ve neglected my blog recently so I’ll catch you up on what has been happening.

#1GAM April

For my April entry to One Game A Month, I created a short little game in just over a day. The  game is called ‘Belong’ and was inspired by this GDC panel. It turned out reasonably well and I’ve been happily surprised by the response from peers.

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Click the image to play Belong.

Reversal

Reversal is at a bit of a roadblock currently. I’ve gone ahead with development adding in 20 more levels since first reveal in March. I haven’t revealed much since then simply because I’m not happy with it. The second level set (levels 11 through 20) turned out really well and plays with a new mechanic of destructible walls.

A level from the second set. Note the destructible wall in the top left.

A level from the second set. Note the destructible wall in the top left.

The third set (levels 21 through 30) is not going as smoothly. These levels introduce lines which aren’t always straight and are proving to be tricky to achieve. It seems as though each day I sit down to work on the game, I’m met with a new bug that I hadn’t seen the day before. This is making development really frustrating and killing motivation to continue working on the project.

A level from the third set. Note the angled line in the top right.

A level from the third set. Note the angled line in the top right.

I’m resigned to the fact that I may need to remove the set all together and opt for a different or simplified mechanic, It is just not worth the struggle if the game will be worse off because of it.I have to remember that this is okay. I’ve only been working on the game for two months and have achieved a fantastic amount thus far. It will get there eventually.

I’ve already got a big list of things to change, tweak and add so I’ll will keep at it and think about getting some feedback from players.

Check out the game here.

IndieCade

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In a slight spur of the moment decision I’ve submitted Devolution to IndieCade. I’m mostly interested in the feedback received from the judges as I’d like it to help spark some inspiration into the game’s further development. Fingers crossed it is received okay.

Check out Devolution here.