“Behold! A Massive Overhaul!” – Bryson, the Mighty
Tonight I finished an update to our blog theme. The new theme follows Sokay.net’s color scheme and design more closely — it’s bothered me that they looked similar but different. I like the direction it’s going and I’ll continue to revise the design sporadically.
Indiecade’s this weekend! Although Chris and I didn’t get our entries accepted, it was disappointing that they didn’t even bother to give feedback on our games — they basically said “we got too many entries. if you’re lucky, you’ll get feedback”. I’m suspicious as to whether they even played all of the games submitted. When Chris submitted Children at Play to Indie Fund, he was given a prompt and usefull feedback from Jonathan Blow. And he didn’t even have to pay an entry fee, haha.
With the Donut Game, I’ve passed the Fight Game’s engine to David. He’s working on updating the Fight Game’s animation with his most recent updates. I’ve spent some time working on the UI and some effects for that section of the game.
(this is a work in progress, yo)
To help me ease my mind, I’ve been working on this pixel portrait between running around in circles. I’ve been getting some assistance from the Pixelation community, check out my Work in Progress thread.
Work continues to progress on the Donut game. I’ve spent a great deal of the summer focusing on the Car Segment, which serves as an interactive intro. During this segment of the game, you play as the officer driving to the scene of the Great Donut Fire. You must drive through traffic, hopefully avoiding collisions with cars and civilians. The outcome of this section will be dependent on how you handle it — reckless driving will result in a ‘negative’ outcome where you don’t get to where you’re driving to.
With the Car Segment mostly wrapped up, I’ve moved on to focusing on the Fight Segment of the game, which acts as a mini-challenge within the game. David’s animating the characters for this part, the gameplay will be similar to Punch-Out!. I’m working on getting a skeleton of the game engine in place so that he can test his animation without requiring me to drop additional code in. Since this sections gameplay is so tied to the actual animation and timing, it’s important that he’s able to quickly iterate and test while animating.
The game is starting to emerge from the rubble and smoke. With every pass at detail and polish, it becomes clearer to see what the end result will be. While I chose to have the game mechanics relatively simple, I wanted to use them to play out a scenario and communicate ideas and themes from the world. This communication plays a larger role than it did in Thugjacker, where it was a bit more subtle, and is more integrated into the world than LUV Tank where it was much more blatant and abstract.
Most of the game artwork is done and in place at this point, but there’s a lot of animation that needs to be done. I’m doing planning for the game endings now, which will play a large role in the game. The way the game plays out will determine your ending — Way of the Samurai serves as my inspiration for this aspect. I’ve been thumbnailing these endings, working them out on paper while I develop the game.
Bryson’s been pressuring me to post about Children at Play for a long time, and I kept telling him “I’m too busy working on the game!” But enough a’ that crap. I uploaded the video preview to YouTube and I’ll have a playable demo up here very soon.
I started work on Children at Play at the start of last winter and its eaten a lot of my time since then. I consider it a small step, but an important one, in the right direction. I’ll save any in depth discussion for when I’ve got the demo up. For now I’ll post some text I’ve put together for various submissions and whatnot. (more…)
So we’re done with that Indiecade submission nonsense. It served as a good goal for us, rushing toward the finish line. But in the end, it was just a checkpoint — a milestone — since there is still so much more to be done.
I’m happy that all of 3 games in the project are hooked into each other through the game scenario and most of the art assets are completed. We now have an even clearer idea of how the project is working so it makes the refinement process go much faster.
To the left are some game assets from the car game. I drew these cars in Adobe Illustrator, and made a few color variations. I’ve determined 11 variations aren’t enough so I’ll draw a few more and make additional colors to break up the visual monotony.
Since the last post, I’ve added Cryptic Circuitry’s music and sound effects to the game. It sounds great and it’s becoming more obvious what sounds are missing now. We need to take another pass at the sound now that it’s in. The sound is always the time consuming part that I spend little time at the end on. With the energy Cryptic’s putting into the sound design, I want to make sure it all works smoothly.
As far as the Sokay war with Chris Rock goes, I declare myself winning. As he is too much of a wusscake to post any news on his game. He claims his time “working on it” is much more valuable than posting on a blog. Pssh!
Here’s a bit of artwork I drew for the Donut game’s intro animation. It’s roughly animated so my man Cryptic Circuity can lay down some tunes for it while I tend to other areas of the project. My current focus right now is the top-down driving portion of the game. I should be showing bits of that part soon.
Chris has been touring Europe for the past couple weeks so don’t think the war is over. He’s just been readying the quiet before the storm. I’ve managed to gain some ground on him without having to sabotage his project, but his game was just about ready for a demo release even before he left. Regardless, both of our games are looking top-notch and I look forward to revealing more.
I’ve been hustlin’ on the Donut game. In the past month I’ve been busting out on the collision for the car segment and the intro animation for the game.
I’ve been working with the other members of the team — Ricky, David and Cyptic Circuity — to organize our tasks. Ricky’s doing most of the game’s character art and animation, primarily the Car segment and the Donut segment. David’s doing animation for a Fight segment — he did LUV Tank’s in-game animation. Cryptic Circuitry is doing the sound, as he did with Sammy Samurai.
I’ve had an idea of what I’ve wanted for the intro for the game for a long time but I had been conflicted on how I could get the story across without it being too drawn out. As an introduction to the game, I didn’t want the intro animation overshadow the game itself. I also don’t want to devote too much time to it when I have a game to make! I want something that basically says “Here’s your character. Here’s your scenario. Now play!”
I think of my games as interactive animations so I’ll continue to explore this balance. I haven’t made an animation like this in a while but I’m having fun so I may grow accustomed to it.
It seems I’m making one major site update a year, haha. This update has what I wanted to do with the redesign last year but didn’t get around to doing it. The major new content is each game having a subsection with images, a description and links.
Turned out to be trickier than I anticipated. I’ve been wanting to make the whole site XML based but since I don’t plan on updating it frequently I decided to go with a quick & dirty Flash route. I added SWFAddress to handle deeplinking for the site last year, but with subsections it becomes more useful. I also fixed a bug involving the back button not firing an update event (solution: make sure the SWF has an ‘id’ within the embed code). I’m also using a modified version of Lightbox for the pop-up images — I found it here (he’s got broken links and stuff so it’s hard to find).
Some artwork I digitally painted for my Donut game
So I’ve been hard at work on this Sokay stuff but nothing much is ready to show yet. For the past month I’ve been cracking away at a new version of Sokay.net . It’s a bit of a subtle update, but I’m giving each game a profile page. I’m aiming to launch it with the release of Christopher J. Rock’s game, Rush Hour. He finished it a while ago and tried to find a sponsor but ended up starting work on a new game. He’s decided to release Rush Hour as a Sokay game, I’m proud to present it. You can read about it in Chris’ post about it.
I’ve been heavy in the art and interface of the Donut game, on and off for the past few months. I’ve finished most of the menu interface. I’m glad that’s together. Next I’m going to finish up the introduction game. The Donut game is essentially 3 mini-games tied together through a scenario. So far I have 2 of the 3 engines in prototype forms, practically alpha. A lot of the final artwork is in, but the gameplay’s missing a lot of features. I develop games heavily with the artwork in mind, so I tend to do more of the artwork upfront, which is the reverse of what many developers would recommend. I think they’re probably just more programmer oriented, rather than visually.
Here’s a sketch I drew for the game. Most of the art starts off like this.
So we continue, one step at a time. I look forward to showing ya’ll another game. It’s what I live for.