Been doing alot of thinking and planning for my latest game development project. In particular, I have thought about how to keep a game interesting while keeping the accessability high, so that more players can enjoy the game without feeling that the game is too easy, too hard, too boring 😛
Now, I am not saying that I found the perfect way to do this… However, I will say that if I can look at my game, play itself, without my interference… for more than 2 minutes, without getting bored… then I am pretty much on the right track, because I tend to get bored very quickly with games that arent skill based.
Having looked more into the concepts of Pachinko (a japanese gambling pinball type game that dates back to… i think… the early 1900’s … I’ve seen Pachinko machines from 1920) and become quite fascinated with the Pachinko-game itself. I have tried to use some of the aspects from the Pachinko game and incorporate them into the game design of my own game. Also, when you see the Pachinko, and then try out Popcap’s game Peggle, you will see immediately where they got their inspiration from.
There is just something oh so mesmerising when it comes to watching little steel balls bouncing around inside an enclosed area with nothing but your own outbursts of ‘GO GO GO LITTLE BALL!!!!‘ to guide it on its way to a successful point-booster! 😉
Anyways, for those of you who havent actually tried out the game-demo-display thingy that I have here on my page, I’ve made a video that you can watch, and it will give you a rough idea where this game is headed 🙂
As you can see, the game now has 4 different colour orbs which I’ve decided to name Fire, Earth, Water, Air. Hitting these orbs will add points to your score, and later on, they will also add Mana (a sort of fuel or energy for powering certain special abilities) to your player.
For example, hitting 3 Water Orbs will add Blue Mana to your player, thus allowing you to use some of your Water Based abilities (I admit, everything is just on the idea stage currently, but I have a feeling this could prove to become quite interesting once i figure out how to code all of that :p )
So… basically what I am aiming for is a kind of Peggle-Clone with Fantasy/Roleplay elements in the shape of gaining Experience Points to level up your player-avatar. Gathering Mana while completing a level, and using said mana to cast spells and abilities that will allow you accomplish your goal of completing a level easier… Think Healing spells that give back lost balls, or throwing fireballs that allow you to target a specific area of the screen and blow up any Orbs in that area of effect. 🙂
A bit confusing in text, perhaps… but rest assured, It will all make sense once you try it… that is… once its done… that is… when its done… that is… ah well… Stay Tuned! I’m thinking and tinkering!
This game will rock when its done! and if you disagree, then by all means, chip in and add your comments and constructive critisism! I would love to hear your opinion on this concept and on my game ideas 🙂
Its a silly name! … actually its a bit more than a silly name. Its the name I’ve decided to call my next game project, which is going to be a fairly simple minigame with the aim of dropping your player down a tube. As you’re falling through this tube, your goal will be to try and pick up as many Bonus Items on the way down, while trying to bounce on as many ScoreMultiplier-bouncy-thingiemajiggies and avoiding as many Combo-Killer-Obstacles as possible 😛 You’ll be able to affect your player by pushing him left or right, with little nudges of the keyboard-right and keyboard-left 🙂
When you hit the bottom, the game ends, and you can try again, hopefully beating your score 🙂
What you’re about to see is a very very very very early video showing roughly the concept of the game (albeit, without any score, any bonus objects… or… well… any gameplay…)
Let me know what you think, and as always, feel free to comment with any suggestions or criticism, but keep in mind, this video and the game took roughly 1½ hours to make… so its a long way from finished 🙂
Finally managed to chew my way through the entire Unity Game Development Essentials book! What this means, hopefully, is that I now have a more firm grasp of the techniques needed to create a game from scratch…
To be honest, I knew most of these things before I read the book, however, it did feature a fair amount of techniques and methods that I DIDNT know about before… So it was quite a valuable learning experience, and I am glad I got the book in the first place 🙂
I’ve also been doing a bit of drawing, and the result is this work in progress picture of the heroine, First Aid. It is a character that I created while playing the massive multiplayer online game called Champions Online (that game has one of the most versatile character creation systems in any game I’ve played so far… You can design so many different appearances… its great for coming up with quick rough ideas for characters that you can build from! )
You can also visit my flickr gallery by clicking the image of First Aid and see my other drawings, including some earlier versions of the First Aid picture 🙂
anyways… Done with the book, and getting ready to make a mini-game… so stay tuned! 🙂
Chapter 8 in Will Goldstone’s book: Unity Game Development Essentials is about making a GUI, graphical User Interface… meaning the buttons and menus and thingiemajiggies to press onscreen in the game or in a program 🙂
So far i’ve only worked through the first half of Chapter 8, and this is the graphical way of doing it. The next half of the chapter will show how to do menus that are similar to the menus i have in the 2d platformer game… They are more managable and can be faster and easier to make once you get a hang of the system 🙂
But anyways, here is the texturebased button menu system in action.
Recently I’ve been having a bit of a dilemma… You see, creating games requires alot of different talents, ranging from Sound Design and Visual Arts… to Programming… and just plain old fashioned creativity…
So with all these options or paths in game design, I’ve had a bit of a hard time focusing on 1 thing… Do I practice drawing every day to get better ? Or should I focus 100% on programming… and what about music ? and 3d modelling!
Decisions Decisions… Makes me wish the day had more hours… preferably 50+ hours pr day, that would be ideal for me 😉
So for the past few days I have focused on the programming, and tried to get at least 1½-2 hours worth of drawing in as well. I reinstalled my tablet on my new pc, and started looking for all the digital brushes that I had gathered in the past for my old pc.
And by the end of the night, I had managed to paint a concept art (its not really that useful, since I dont see it being used in a game or anything… but it was still a satisfying experience to finish a piece… even if it is relatively basic painting of a mountain scene… with a bunch of magic thrown in for effect 😉 )
I also did alot of work in Unity. I’ve now read and understood up until the 6th chapter in the Will Goldstone book called: Unity Game Development Essentials. 🙂 I highly recommend this book for anyone new to Unity.
Chapter 1 to 4
Chapter 5
Chapter 6
I am off work for a week now, and I will be focusing strongly on drawing practice as well learning more programming in the next 7 days, so stay tuned for updates 🙂
Here is a little video teaser to give you guys a feel for the current state of the game, without having to actually try the game… because according to some of you, its oooh soo hard to spend 1 second on downloading the Unity Web Player Plugin and test the game ;D (Lazy gits I say! 😉 )
Something went wrong with my editting so halfway through the vid repeats itself in slow motion with non-slowmotion sound… bear with me and poor video editting skillz 😉
I hope you enjoy! 🙂 And dont hesitate to spread the vid or the url to my blog, its always good fun for me to hear what people think of my project, and to get some feedback on what works and what doesnt 🙂
Another day with a decent amount of tweaks and updates..
Extra Lives now display a little text when you pick them up, making it immediately known to you that you picked up an extra life.
Timer mode now resets to 300 seconds everytime you switch a level or you die (effectively giving you 300 seconds for every attempt you do at completing a level…)
Ended up spending most of the morning trying to figure out why the bloody Timer mode refused to reset on level 3 but worked fine on lvl 1 and 2… made absolutely no sense… and ultimately I didnt find out why.. But I did get it fixed… go figure 😉
Here is a video for the lazy folks 🙂
And once again, please dont hesitate to post a comment or let me know what you think of the game or the latest updates… It is really the only way for me to figure out whats good and whats not so good 🙂
Or what you would like to see changed or added to the game 🙂