Dragon Rush – March #1GAME

Finally, the last update that had to be done! Here it is, “Dragon Rush”, my march One Game a Month.

In game screenshot

Click on the image to play!

This time, since the (optional) theme was “Rogue”, I made a auto-runner. I mean… I tried to do a Roguelike game, but after working on the dungeon generator for a while and starting to code the AI I got tired of that game and started a new one. Since I had only worked on the Roguelike for three days, I didn’t find it hard to ditch it.

I wanted to add many features (like power ups, flying, win condition, etc) but, due to time constraint I had to stick to the bare basics. I made sure to implement slopes (at last!), attacking, jumping, combo system and high score system. There’s also a pretty dumb AI, so let’s ignore it. xDSomeday I may write about the development… probably not. xD

Intergalactic Fighter – February #1GAM

Okay, I’ve already tried to write this many times. Each time, I gave up because I wrote more than needed. This time, I’ll try to keep it simple (stupid)… though I doubt I’ll manage. xD

So… After releasing Color Runner on february 20th I had to be quick with the next game.Since I had until march 4th, I decided to make something I’m used to… a Shooter. Long story short, this is my february: Integalactic Fighter.

Intergalactic Fighter icon

Click on the image to play

The game was finally announced in my blog. With that taken care of, keep reading for the rant about what I dislike about this game. (I really don’t advice you to do so)

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Why have many difficulties

I alwaysconsidered different difficulties in games a given. There’s nothing wrong with that, I (for one) may use lesser difficulty levels to understand how a game work or to learn the general aspect of a level (I mostly do the later on bullet hell games). But this is how the player sees the matter.

For my february #OneGameAMonth entry I’m developing, once again, a shooter. Though I’m doing it from scratch, many concepts are being used from my previous shmup. One of those is dividing a level in waves. Since I want the game to be proceduraly generated (based on those), I ranked them from easy to hard.

While I wondered about how to make new waves a question began to bug be:

  • What makes each wave difficulty different?

At first, I thought it was only about how many enemies/bullets are on the screen at the same time. That isn’t a wrong metric, but the game gets kind plain that way… Following that idea, I would start with some easy waves to warm up the player, then throw some normal waves and later drop some hard ones. No problems with that, but… what if I gave meaning to each wave?

The easy wave indeed shouldn’t be dangerous. But if it’s reason is to give the player power-ups I find only natural to probably put it after a boss battle or a hard wave. Not only to ease the game pace, but to try and help the player to move on if he get’s hit on a previous wave. This (for me) new concept makes the “normal” from the normal wave more clear. Now I don’t think about it being of “mean difficulty” but rather about it not having any major danger and, at the same time, not buffing the player too much.

Enough chat. Back to work. This should help me… I hope. XD

ColorRunner is out!

Phew! A month ( and twelve days) later, I’m really happy to say that my latest game is out! And what’s more, it’s featured by MochiMedia! After so many tries, at least once I’ve made it the right way… xD

Sometime later this (next) week I intent to write a post about this game’s development… Now I just want to get some rest and rejoice what I was finally able to do. For now, just play it here:

colorrunner_ss4

Click on the image to play it!

I was to include some special thanks in the game, but, since I didn’t find it fitting, I will just say this here:

First and foremost, I must thank my parents. Really! They were always supportive to my following my dreams and never pressured me asking for updates… If not for them, I would probably have forfeit this a long time ago…

I also ought to thank my friends, for playing it sometimes and ignoring when I decided to vanish from the outer world (lol) to focus on the game.

But some even more special thanks are due. If a friend of mine hadn’t look after this game since it’s inception, and hadn’t played it’s many versions (most of them barely playable) this game wouldn’t be ever even close to completition… Really, thanks Raarlac (though I doubt you read this blog… xD).

You should know when to stop

I’m kind of taking part of the One Game A Month year-long game jam. Its not a game jam in the usual sense… but that was the best I could tackle in a setence. It’s a challenge to create a new game every month. So far, things haven’t been much of a success, I’m still not quite finished with my january entry. But I just found new motivation to finish it as soon as possible!

First, a brief introduction to this game. I’m making a game using some concepts from my first game “Loneliness“… Since there’s only one concept in that game it should be pretty obvious that I’m messing again with colors. But, this time, there’s solid gameplay, a nice score system and user created content. But that’s what I’m willing to say about it.

I intented to make it in a month and post here the complete result afterward. I should had known better than to belive that… That’s why I’ve yet to make a single post about it. Still, the game itself (logic-wise and pretty much graphic wise) is finished. I’ve still got to tweak some things and there’s a TODO-list haunting me on the table… I also want to expand the game and make some more levels.

Well, that’s it for the updates… now, on to the main topic!

I know how important polish is. That’s why I’ve halted expanding the game in order to finish it. There are many details I still have to do and I wanted to keep it all simple. But, in doing do so I got a boring “You failed” screen. It indeed send the message, but there was something amiss… Normally I would leave things as is and move on. But then I had an interesting idea and tried to implement it. Five minutes later the screen was much better. It still tell the player that they failed, but in a nicer way (somewhat… this it is never a nice thing to say… xD)

Still, there is no meaning in wasting days trying to compose a main menu song (which already took me 3 days to get to nowhere) while there are many more tangible problems in my current reach. Also I shouldn’t worry about how I’ll make the user created levels shareable. I’ll just leave everything else ready, then I think about it.

I fell that I lost the point in my mind while I wrote the first half of the post… I really should stop surfing the internet while writing a post… Well, what I meant is: Instead of trying to do something that you don’t want at all, find an easy and simple feature to be added and work on it! Afterward, you should get a motivation boost. (unfortunatelly, those doesn’t last long… see, I’m writing a post when I could be making a game… so much for motivation…. xD)