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!
Devolution is complete and the result is more than I hoped for. That makes eight games in as many months! Woohoo!
It’s not quite the game I first thought up (as is always the case in 1GAM) so things had to be cut in order to get done in time and with the level of polish I try to aim for. This time I actually didn’t really mind so much – the game that came out of it is really cool and I’m proud of it.
Click to play (with speakers preferably)
Big thanks go to my friend Aaron who acted as a fantastic sounding board throughout the whole month 😀
All credit for the music goes to Gurdonark who I found over on ccmixter. The two tracks used are ‘Sawmill’ and ‘Exurb’CC BY 3.0 and perfectly compliment/enhance the mood I was aiming for.
10 days into may and this month’s game is going swimmingly (return here in a moment to chuckle at the genius of that pun). I proudly formally introduce Jelly, my first iOS game!
Jelly came out of a weird fact I heard about a type of jelly fish that is considered immortal as it never seems to die from natural causes. Put two and two together and you get a simple survival game where the player directs the protagonist away from danger for as long as possible.
Click to play a web build
The game is really easy at the moment as I am yet to add the difficulty element, and has a few bugs but should give a decent idea of what I’m going for. With most of the core functionality more of less out of the way (including, you know, getting it on to an iPhone) I should have plenty of time this month to refine and add some juicy extras.
It has been really fun being able to just hand my game to people this time around and get instant feedback – expect iOS games to become regular from me from now on!
Hopefully I will be able to figure out TestFlight at some point this month so I can get the actual final(ish) product out for some testing.
I’ve been surprised how well things have gone thus far and am still waiting for the inevitable ramp up in confusion/frustration/difficulty…
So the month is over and while I do have a game, it’s not quite at the level I was aiming for. Of course I can’t beat myself up about it – it’s just part of learning. By the end of the month my enthusiasm was seriously waning and it’s more than likely this is why I haven’t achieved as much as I had hoped.
I had a goal to get animations working but ran out of time to get them to a point I felt comfortable with. I did however get some sound and GUI art in which has helped add a smidgen of much needed polish.
The game needs lots of testing. Unfortunately I ran out of time, and made progress too slowly to for it to be feasible I’ve made some little tweaks based on the feedback of a few helpful family members but it is for the most part untested. Basically this means I have no idea if it’s too hard, too easy, or honestly if it even makes sense to anyone beside me… That said, should you play it I’d love some feedback!
There are a few graphical bugs that I have been, annoyingly, unable to squash and it overall needs a lot of refinement but hey it resembles a game so I can’t be too unhappy!
Click to Play
In more exciting news I got a macbook this month so if things go well I’ll have an iphone game to show off next month!
This month has ended on a bit of a high with the completion of Wordsmith (completion for now that is). Outside of game dev, the month has been a busy one – add on top of that a bunch of issues I had to weed out just to get a playable build out and you’ve got a challenging month.
I’m not entirely sure what my problem was but the game played perfectly in editor, yet every time I built, changes would seemingly be ignored. Long and frustrating story short – I was using null references to check a few launching conditions (for example if no start screen, go ahead and let play commence) and apparently the webplayer was ignoring them. It was probably a silly way to handle things anyway so I changed the conditions over and all was well. Or so I thought. The next issue was massive loading times when returning to the main menu. I spent the morning debugging like crazy and squashed that sucker with great satisfaction.
I didn’t make it through as many things on my ‘desirables’ list as I would’ve liked but that doesn’t matter, why else would I put them under the heading!
The game has a lot of potential (potential which has thankfully been noticed by others also – thanks guys you know who you are ^.^) and I maintain my goal of taking to touch devices when the time, and funds, allow.
The music track is called ‘Silent Motions’ by morgantj and while It does the job, it’s not exactly what I was after. The levelling system is also another area that could use revisiting – firstly it’s untested so the XP, speed and accuracy are all only based on my skill level it could also stand to be more complex. That said, I never done levelling in a game before so I’m pretty chuffed with how it turned out.
Anyway enough gibber jabbing – you can play the game below.
One day last week I went back to High for the first time in a while. The day went really well as I was able to code completely from scratch without having to hunt through forums to get a footing on where to go and without getting frustrated. This felt great and is proof enough that Burg Zerg Arcade has made me a much better programmer. The result was a combo system for the multitask elements (see image below) which works pretty well so far and a bit of an overhaul of how I was previously handling scoring.
The pink text keeps track of the bonus score and adds it once the combo is over. Not the best solution visually but really happy code wise so far
However because of my time spent attempting to improve as a programmer, going back to High is pretty tricky as it currently stands; I was pretty crap a few months ago and my code reflects this (comments are few and far between, debugging shonky and scripts poorly organised). So now I’m at a bit of a crossroads – do I just continue with the project as I did the other day, or start fresh? I’m leaning towards the latter currently but worry that in doing so I will lose the progress the game has made to this point.
I reckon I’ll consult the Old Gods and the New and get back to you on that one. For now though I’m really happy and excited that I can see my progress.