Archive for 2018

Moving Forward

Monday, November 12th, 2018

After a short break and receiving feedback on my games, I think it’s time to hunker down and actually do something concrete. Some playtesters felt that my last two games, Dim Sum and XLOC, would be good for mobile platforms if I changed a little bit of the design. This led me to think that maybe I’m not experienced enough to make deep, rich, immersive gaming experiences on the PC but rather short, enjoyable and simple gaming experiences on mobile devices.

I ruminated on this insight more and maybe I should take the leap and just create mobile games instead of constantly searching of that cultural magnum opus and becoming an icon for aspiring indie devs. If not now, then when? Anyway, this will be uncharted waters for me and should be a fun and exciting learning experience! I’ll not be using GameMaker Studio 2 for mobile since I do not have the mobile module. I’ll take this opportunity to learn Haxe/OpenFL, a piece of technology that I’ve been wanting to use. I thought about using Heaps but documentation and support for mobile is sparse albeit one could do it if  they are technically competent enough, of which I am not. OpenFL, on the other hand, is more mature and has a larger userbase, Heaps is still pretty niche even though it has success stories, but those games were made by the creator of the framework’s company.

I guess I could feel guilty about doing free-to-play mobile games supported by ads but meh, let’s not get too hipster about mobile games. As long as I’m not predatory about whatever business model I adopt, I can live with myself. Onwards and upwards, I say! Here’s to moving forward!

Dim Sum

Monday, October 29th, 2018

This month, I took part in the TIGSource Wholesome Competition. Since we are allowed to make a game that’s wholesome to us, I decided to try my hand at a cute food theme. Not sure what drew me to dim sum but I think I was hungry and thinking about the dim sum I had during my Hong Kong trip earlier in the year. Anyway, here’s it is! It’s a little buggy and imbalanced but I felt like I’m finally learning how pixel art works. I also wanted to try to make a grid-based game with simple mechanics regardless of whether the theme made sense. Overall, it was a really good learning experience. I definitely want to make more tighter grid-based games in the future and explore how deep we can go with simple grid-based mechanics.

Rules:

For every turn, you will place a plate of dim sum on the table. For each plate of dim sum placed:

  • A piece of dim sum will be eaten from each plate.
  • Empty plates will be cleared.
  • Tea will be drunk (teapots will take 5 sips to be cleared).
  • Note that steamers can be stacked to a maximum height of 3.

You lose the game when you are unable to place a plate onto the table within 5 seconds.

Scoring:

  • Each placement resets the 5 second clock and nets you 1 point.
  • Each piece of dim sum nets you  the following points on each plate:
    • Small steamer: 5 points
    • Big steamer: 8 points
    • Round plate: 1 point
    • Small long plate: 2 points
    • Large long plate: 4 points
    • Teapot: 5 points
  • Clearing the plates nets you the same number of points corresponding to the respective plates as above i.e. clearing a small steamer off the table is also worth 5 points and so on.

Get as many points as possible and beat your high score!

[Play Dim Sum]

The Wholesome Competition

Tuesday, October 2nd, 2018

Been a while since I made something because of work so I’m looking to kickstart game making again. Never took part in a TIGSource Compo before so I’m going to give this one a shot and hopefully get my lazy bum off the ground again. It’s a month long jam so I think it won’t be as taxing and stressful as Ludum Dare. The theme is wholesomeness and I have some ideas for this, most of them leaning towards kawaii. Be sure to follow the Wholesome Compo Forum and keep an eye out for the progress of the various participating games. Let’s see where this goes!

XLOC

Sunday, August 26th, 2018

I’ve been trying to get back into game development after life took a bit of a diversion. Now that things have settled, I’m going to try to consistently make games on a regular basis (inspired by the experimental gameplay project), probably not on the frequency of a game a week or a game a month but maybe a game every two weeks, give or take. If I can do a game a week, that would be great but work is going to get busy soon so this will be a true test of my discipline. I think in the grand scheme of things, actually completing games will allow me to level up and I can work my way up to a large scale project.

That said, I’m happy to release a game which I started last Saturday and completed today. It’s a really small prototype/game with only one level. The inspiration was the translocator in the first Unreal Tournament. I remember teleporting around the map (telemonkeys was the nickname for translocator abusers) and even performing some acrobatic telefrags. To think that was almost 19 years ago… Geez.

So I thought, why not implement this teleporting mechanic in a platformer? Lo and behold, I present to you, XLOC! The name comes from the shorthand name of the translocator.

It’s a really simple game. You left-click to shoot the teleporter and right-click to teleport. Each run is timed and your goal is to collect all the stars on the level as quickly as you can. Thanks to Kenny for his crosshair packKevin MacLeod for the background music and Chequered Ink for the Electro Shackle font.

Enjoy!

[Play XLOC]

Time For A New Game?

Thursday, April 19th, 2018

Wow, it’s been some time since I wrote something here. I think it’s time I started on a new project. I’ll try to prototype a few ideas before announcing something concrete!