Strict(er) Game Development : A game in 70 hours.

Recently I’ve come into a situation where I have a bit of time before college starts up again for me in January 2012.

I’ve decided to take advantage of the time and study up on both the more difficult topics I will be taking at school and personal projects.

One of these projects is to make a ultra cut down version of a game I’ve been designing on and off for about 2 years. I will be developing in Flash using the Flixel library.

The goal is to make a full game in 70 working hours or less. This estimate includes everything from design through execution. This is to test my ability to manage my time and project scope.

I’m using the time tracking program Grindstone to track how I spend my development time. Once I’m done I’ll break down how I allocated my time on each aspect of the game.

I guess you define the genre a top-down action-RPG. I’m 12 hours into the game and have the basic NPC AI working, weapons ingame, and a basic level. I’m very happy with how the code is working out right now. I’ve managed to avoid the temptation to bloat the classes in order to cover all possibilities. Every chance I get to simplify my code I take. As a result so far implementing the gameplay elements has been relatively easy compared to past projects.

I’m now at a point where the basic mechanics are in game. I need to step away from the computer and start working on hammering out the game design. I estimate it will take 2-4 hours to get a decent plan going.

My experience with Flixel and Actionscript3 is really helping this time around. I spent a fair amount of time making a NPC system that uses baked rotations and still animates so that I can avoid the very large performance penalties of drawing a rotated sprite.

Now that the more mundane task of setting up the foundation for the game is complete I’m very excited to work on implementing the gameplay systems.


Cult Retribution : Reloaded

Last year I posted some videos of a shooter I was working on in XNA. Unfortunately I ended up going to school for programming and then getting a job through the School’s CO-OP program. Well things have died down temporarily and I’ve had time to catch up on many game related projects I had to put down when my studies began. I now try to spend a few days a week working on the game. The artist for the game also comes over and works at my place 1-3 times a week.

I find that working from home there are a lot of distractions, by having another developer working along side of me we tend to keep each other focus and get more work done together than individually. It also helps to be able to discuss design decisions in person. IMO that will always be better than over the internet.

The game we are developing is Cult Retribution which is a shoot-em-up game with leveling and weapon purchase/upgrades. I plan to use some RPG concepts to encourage players to use a wide variety of weapons rather than just a few choice OP (overpowered) weapons. I plan to do this a couple ways. One is to have damage types for bullets much like the traditional Final Fantasy Fire-Ice-Lightning types. Attacking a fire-element enemy with fire element attacks would do little damage but attacking a fire-element enemy with ice element attacks would do lots of damage.

Progress on the game has been getting better and better. I started the game by writing the engine which is interesting but it’s not game development. There was a lot of initial time where the artist had to wait for me to figure out how thing will be done in the engine before he could start working.

I’ve now got most of the engine work out of the way and have decided to write LUA exporters for the DAME level editor rather than write my own level editor. This has saved me a ton of time and allowed me to focus more on the game itself rather than it’s supporting technology.

In this video you see me create a level in DAME really quickly. Export it. Then load the level in the engine and play it.

Plans next are to add various scrolling cloud layers to the game to give a sense of height in the game. Post-processing shaders for different events are also being investigated. We want the game to have a much darker look than what you currently see in the video.

I will be making a point to post often about Cult Retributions progress both for the readers and myself so I can guage how much work I’m getting done.


AS_Caliber timelapse development video and new screenshots

I recently did some major work on the map AS_Caliber for Firearms|Source .

It’s getting very close to done and is going through a final art pass by some of the FAS team artists.

I’ve also taken a time-lapse video of me working on some of the new areas. I think the video will be a lot more interesting if I had shown myself working on something from scratch but some people still might find this interesting :)


Mah First Article : Designing Assault maps in Firearms|Source

Finally got around to putting up an article I wrote about a month ago about designing assault gameplay maps for the game Firearms Source. If you are interested in multiplayer level design it might be worth your time to give it a read.

Check the articles section to read the article. Or this link

http://www.levelism.com/art2011designingASmap.php


Global Game Jam 2011 part 3

So I have managed to scrounge up about 4 hours of sleep. We are now in the final lap of the game. The game is pretty much playable and has gotten a few bugs. Cleaning those up and moving on to the polish.

There is about 12 more hours to the game jam. Look forward to sleeping :p


Global Game Jam 2011 part 2

Just had one hour of sleep. Time to see if I can code after that or if I need to go back to sleep.

Game is getting there, finished getting orbital rotations on enemies and debugged all the hitboxes. Time to meet milestone 4: “The beginnings of a game”.


Global Game Jam 2011 part 1

Well we are about 8 hours into the global game jam. I am in need of sleep but forgot a sleeping bag. 120 people showed up, there are about 20 left, most are asleep. I kind of wish I was but know I can’t.

Anyways we are doing quite well so far. Dare I say the game is near playable.

Highlights include meeting Scott Jones of Reviews on the Run and CrispyGamer. Got a photo, will put up later when I am more coherent.

Team is solid consisting of classmates Abdon, Ryan and 2 other guys who’s name I will get tomorrow.


Firearms:Source featured in PCGamer this month!

Just found out PCGamer did a mini article on Firearms|Source this month. Gotta run to the store and pick up a copy!


Ludum Dare 18 : Make a game from scratch in 48 hours.

So I decided to enter Ludum Dare 18! I never thought I’d be able to get a game done in 48 hours but I made it and managed to get my submission in!

You can play it here (it’s a flash game) :

http://www.ludumdare.com/compo/ludum-dare-18/?action=preview&uid=2590

You can also see a time lapse of me developing the game here:


SD_Bomba

So last night, I went on a bit of a mapping bender and put this map together. Work went extremely fluid and seamless, moreso than any mapping I’ve done in recent memory.

This map is a small map I put together to get some dense foliage-based fighting and fast gameplay. I’m pretty happy with how it’s turned out so far. It should be in a future version of Firearms|Source.


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