year++;

Ever since I started rapid prototyping, as I called it back at the end of October, I’ve let quite a few projects build up on me. One of my new years resolutions is not to start anything else until I start finishing a few first! With any luck, this should be a pretty productive month for me as a result!

(In any case, I can’t really afford to continue experimenting like this. My loan’s running out, so it looks like this venture of mine is almost out of time…)

In rough order of priority, here’s what I’m working on at the moment:


Space/Void [Collab with Cactus]

Of all the unfinished projects I’ve got around me right now, this one’s not only been around the longest, but it’s also the closest to completion. I made the levels for cactus’ game way back in last april or so, and it’s been sitting idle since then because we’ve both been too busy to add the finishing touches. I think it would be a pretty motivating start to the month if I could get this out in the next few days. First thing I’m going to try doing is explore the possibility of a flash port (which could work quite well for this) – if that doesn’t seem reasonable we’ll just finish off the game maker version…


Detonate

I’m itching to get back to this, because I’ve got it to the stage where all the yucky vegetable coding work is finished and it’s just a matter of the chocolatey level creation and polish! Can’t wait 🙂


Pathways

I’d been chipping away at this over christmas – as much as I love the concept behind the game, right now it’s not really what I want to work on. I was trying to get it finished as soon as I could because of the whole ludum dare thing, but it’s so overdue now that I don’t really care – I think I’d rather take my time with it.

I’m also hoping to totally redo the graphics – it’s nice in places but I don’t like the sprites and it’s way too much work to draw the entire game like this and have it look good. Anyway, I think I can do better with a bit of work on a new style.


Judith [Collab with Increpare]

Another project where all the heavy lifting coding-work is out of the way, Increpare and I are currently in the process of designing the levels of this. We should be able to finish it this month if we can find a day or two where we’re both free to work on it.


Electric Panic

That screenshot isn’t exactly representative, heh. Electric Panic is a new game that I’ve got in mind that’s loosely based on the mechanic I was exploring in my december KOTM entry PANIC. I’ll have more details once I get a little further along with it! 🙂


Flying Cities

Started this just the other day, but I like it enough that I really want to get back to it and see it finished… With its technical focus it’s very different to everything else I’m working on right now.


Tower Platformer [Collab with Dock]

Dock works in the industry and is apparently in crunch mode at the moment, so this has had to take a back seat. Probably won’t be finished for a little while, at least…

In addition to that, there’s also:


Self Destruct Update

I think Self Destruct was the best game I released last year. It also got by far the most positive response, even extending into friends and family who don’t normally play games at all. Which is why it annoys the hell out of me that there are so many little things to fix in it *still* – in particular that you need to be online to play it. Sometime over January I want to make time to finally update the game, even if I don’t bother with things like the replay uploads and other crazy things like that that I was planning.

And finally, just to mention:


Buster Drake

Buster Drake is basically scrapped, at least in it’s current incarnation. The biggest thing I wanted to try for Buster Drake was the aiming mechanism and I’ve used it for Never Opened, so as a result I’m not that pushed about approaching this project from that perspective anymore. There are a few other things I still like about the project though. I’ve got an idea for a radically different form that I hope to explore later in the year, time permitting. It involves sitting down and learning a few new tricks, though…

Phew. Better get to work, then.

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Peace is hell

‘case you missed it in the post below, Xoldiers was updated with a level editor and an online database of levels accessible from the game! You will fight for us! Download the new version! That’s an order!

Since the jam I’ve been meaning to catch up on all the little things I’ve been working on lately, but I never seem to have the time to do it properly – so I’m just going to quickly summarise everything:

Buster Drake:
A little while ago I updated the flash prototype with the new version of Buster Drake that I worked on at the jam. Gameplay wise there isn’t any difference; but on a technical level it’s a huge improvement. The original prototype was written in AS2 using a trial version of the Flash IDE – this version is written in AS3 using the free FLEX compiler and the FlashDevelop IDE. Aside from the fact that I’m now using free tools, I’m also approaching flash in a totally different way – I don’t have to think of things in terms of MovieClips and whatever any more – and now that I’ve gotten my head around it, I think I’m more or less at a level where I can do anything in flash that I might want to do in C++, speed concerns aside! Well, hopefully, anyway.

As for the project itself, Buster Drake is maybe bigger than I’d expected. Even the smaller, scaled back version that I’m working on now is probably going to take maybe a week or two to put together – so I’m putting it on hold for a little while to focus on other things. Specifically:

New Strategy Game:
So without giving too much away, there’s this little game that I’ve had in mind for ages and ages and ages – since the qb minigames days, actually! It’s basically a turn based territory control game that I like because it has a really interesting “capture” mechanic, but I’ve never really tried to make it seriously because that’s really all there is to it, and I’ve always felt like there was something missing. Just recently I had a jolt of inspiration that makes the game work, so I’m going to give it a shot and see how it works out 🙂 And I’m going to use flash! More details soon…

Commonplace Book Competition:
Aside from the B-Games contest last year, I’ve entered every game-making contest on TIGSource so far, and I like this theme a lot so I’d love to make a game for it. I was originally going to collaborate with another guy on something small, but unfortunately our “schedules” clashed and that doesn’t look like it’s going to go ahead anymore. I have something else in mind though. Something a little… different. A little darker than the stuff I normally make.

The deadline’s next Thursday though, so I’m not entirely sure if I’ll be entering or not just yet.

Untitled Tower Game:
This is the main project I worked on at TIGJam – here’s the mockup that Dock put together!


Dock and Corpus were working on a simple platformer on rails about falling, and I had this tower platformer engine [EDIT: Inspired by Nebulus, obv] from the previous night’s 3 hour “pick a game idea out of a hat” jam (I got “Trees”), so we decided to combine the two! We don’t really have anything playable just yet, but this is going to be my main focus for the next couple of days, so I hope it won’t be long before we do! The basic engine is all in place now bar one little silly thing, so we’re at the stage of adding gameplay elements.

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