Showing posts with label Project Fall. Show all posts
Showing posts with label Project Fall. Show all posts

Monday, April 22, 2013

Finishing Up

Finalizing the art!
Dolphin Squadron

Today, I'm adding the final touches to the first game that I'm actually happy with and the second game that I've brought past prototype. The development of Dolphin Squadron has been pretty solid overall and it's definitely been a learning experience for myself and Siifour/ACPCP. I'll be writing up a postmortem soon and the game will be released sometime before May 1st. Hopefully it'll find itself an audience because I'm aiming for a ridiculous number of downloads--around ten to twenty. :P Haha.

[UPDATE]: I got pretty sick during finals week, so the new release date has been pushed back a little. I still hope to be done by May 1st, but a release may occur a little later.

What's Next?

So, now that Dolphin Squadron is nearly complete, I have to ask myself an important question: what's going to be next on my agenda? Honestly, I'm not sure. Realistically, I'm going to be diving headfirst back into Flash and AS3 development on a new project--one that actually needs to be finished before the end of 2013, but at the same time, I really, really want to write some things and develop some sweet stories.

So here are the possible games that I'll be working on this summer.

City Across the Sky
:D
City Across the Sky, in it's previous form failed as my first project, but in it's original form, it had a cool gameplay concept and a wonderful story that I'd like to maybe try again at some point. If I decide to do any work on this game, it'll probably just be a lot of writing and design stuff, as well as concept art and base mechanic prototyping. I refuse to work on this project again and fail, so I'll make sure to do it right if I come back to it.

Project Fall
Awesome stuff.
Project Fall is a prototype that I was working on to create solid platforming mechanics and gameplay that was influenced by weapon physics. I don't think I ever really talk about it in previous blog posts, but I was interested in making a game where each weapon would be useful for solving different types of puzzles. With the prototype, I didn't really end up doing that, but if I revisit the game, I'll definitely work on designing weapons in that vein. Additionally, I think that the mechanics would work in a variety of different game environments, so Project Fall may end up being a game made up of multiple games. I think that would be cool.

Boatventure 2013
Original concept artwork. The game assets look similar.
Boatventure 2013 is a game designed and "arted" during one of ACPCP's official Sleep Jams. The original concept was a protect-the-castle, mini-strategy type of game where you play as an upgradeable boat reeling up treasure from the seas while protecting yourself from enemy pirates, helicopters, etc. Having designed the game in a weekend, some of the design decisions aren't the best, so I'll probably redesign some portions of it over the summer, but ultimately, it's called Boatventure 2013, so I'd need to make it before the end of the year. Boatventure 2014 just doesn't have the same ring.

Voyage
Concept artwork. Game assets may be different.
Voyage is an interesting beast of a game that I may progress on during the summer. I'm not sure when I'm going to start actual development, but I'll probably work on something akin to a paper prototype and a public design document over the summer. Voyage is, in a sense, a project that I would like to keep developmentally public so that people can see how a game progresses from beginning to finish. If I do work on the game over the summer, updates will be frequent and hopefully detailed and personal. :D

So these are the games I plan to work on during the summer.

Expect Greatness
Ryan Huggins~



Tuesday, December 4, 2012

Welcome Back, Me

Well, it's certainly been awhile since I've last updated. For the last few weeks (months?) I've just been acquainting myself with the college life. I'm now attending Champlain College for game design and so far it's been a pretty fun time. ...But no one cares about my college experience. What's important is that I've been improving my skills as a game developer and designer for the time I've been gone and here I am, returning prepared to make some games. So, let's talk about those.

Project Fall :

My previous project, Project Fall, hasn't been updated too much, though I'll potentially be releasing the prototype to the wild soon. Currently, I'm working on developing an artistic style for the game before I dive head-first back into development and turning it into either an arcade-style platformer (a murderbox as I like to call it) or a full-fledged platformer. Who knows. Maybe I'll do both! The design is solid, the testers like/love it, the controls are sexy--it's a good prototype...now to just make something with it.

Concept Art for Project Fall

Dolphin Squadron :

Here is the project that I'm currently working on. Dolphin Squadron! Dolphin Squadron is an arcade-inspired scrolling shooter where you play as a dolphin employed by the Marines/SEALS to intercept and destroy deadly, coastal-city-destroying, mines...with your flimsy dolphin body. I like to call the game Exploding Sea Battles sometimes since there are a lot of explosions, many of which are friendly sea creatures simply getting in your way.

I designed the game for my Game History and Development class here at Champlain College, but it was an idea that I had previously come up with while I was showering. Figuring that a radical game about exploding sea creatures and a weaponized dolphin would garner at least a little attention, I decided to use the concept for the game. Right now, the game is a little more than a prototype and I plan to throw up some updates and videos here to show progress as the game develops.

A friend of mine actually turned his monitor to play the game...
Dolphin Squadron was developed over 4 weeks (for class), though arguably, I coded pretty much the entire current version of the game in less than a week (the last week :P) before the game was due. We plan to finish the game and add some more crazy shit to make it sexier and overall more fun to play. Current issues include difficulty, a minor lack of understanding the goal (for new players), and a shitty tutorial.

Hanriot :

Hanriot was our (ACPC Production's) first game jam game. We formed at the game jam and have decided to stay a loose group pretty much during our time at college. Hanriot was a game designed for the theme of disavantage and our lead designer (I programmed), James Shasha, decided on an Italian Pilot who crash-lands in the Alps, behind enemy lines, during WWI. The goal of the game is to get through the Alps and reach the city at the end of the game.



We didn't manage to complete the game because of mapping bottleneck issues with Game Maker 8.1, but we did create a visually pleasing game (even though it wasn't perfect) in 48 hours, with a bunch of freshman game developers. We were very pleased with ourselves.

YOU CAN DOWNLOAD THE GAME HERE.

WELL, ACTUALLY HERE.


Project Clusterfuck :

So, I wanted to make an RPG/Adventure game and thus, Project Clusterfuck was born. Generally, I develop games under the Siifour Studios name, but this game is currently being developed under "my" side-studio ACPC Productions (you don't want to know what it stands for) and the final game will probably fall under the ACPCP and Siifour Studios production houses (Siifour's designer and musician and ACPCP's artists, testers, co-designer).

The game is literally a clusterfuck of five different RPG stories because we thought it would be cool to have the player transverse through a series of different RPG stories. Whether or not the idea will hold up is up for speculation, but based on our current designs, we're more than ready for the hurdle. I'm producing, coding, and designing the game, but with five people writing five different stories for the game, I figure that I'll be more of a mediator and balance maintainer than a full-fledged designer. :P

Project Clusterfuck is my current large-scale side-project. While I work on Clusterfuck, I'll probably develop at least 5 or 6 games of a Project Fall or Dolphin Squadron scale and hopefully they'll be just as fun as those two games are shaping up to be.

We will also have a fuck-ton of art and concept assets.

Now here are the artists:


Brook (Revocare) :

Some of Brook's OCs.
A mecha and it's rider (WIP)
Brook is our key artist. 


Megahn (Nanrie) :

Two Clusterfuck characters together. 

One of Megahn's OCs.

She can drawn with pencils too. Who does that anymore? ;D

Hunter (Totalblatherskite) :

They got infatuated by a cat in a movie. He drew a cat.

OCs from Hunter's story. 



Matt (Pseudosutra  I don't currently have any of his art, but here are his character designs) :

One of Matt's characters drawn by Brook.


An ACPCP fan favorite. Gungie (I think that's how they spell it...)

MOTH CHARACTER! :D


Ryan  (Project Duo) :

The main character of Project Duo.
I'm not a colorist. Haha

The above character's brother.


Note : All of this art (sans Hunter's) is for Project Clusterfuck. ;D

Expect Greatness.
Ryan Huggins~

Monday, August 13, 2012

Working With Flash

A great environment.
After working in Game Maker 8.1x for a pretty long time to build games, I figured it was about time I started learning another environment for designing and developing games in. Game Maker 8.1 is a good program, and is very capable of doing what I wanted it to do with my 2D projects, though I felt limited only knowing one or two programs for game creation. Enter FlashDevelop + FlashPunk. (To be honest however, I may end up using Game Maker (Studio) to make a lot of my older game ideas because I know it best.)

It's been a blast messing around in a new engine/language...so finding myself reading code snippets on my phone in the middle of the night to learn the language pretty much sealed the deal for me and Flash (at least for Project Fall). Moving over from Game Maker 8.1 to FlashDevelop + FlashPunk has been a fairly smooth transition and the object orientation of FlashPunk has been very helpful in allowing me to learn AS3 quickly. Still though, I'm kind of a noob, so I have a bit of practice before I can actually make anything worthwhile with the program!

I've been using the FlashPunk official website and official forums to learn the language and build games and Zachary Lewis's tutorials have taught me pretty much everything I need to know to get my hands dirty with the program even if I'll have some trouble for awhile.

To be honest though, the only real issue I'm having right now is that I'm having trouble referencing variables from other classes and I figure that it's only my newbie-ness preventing me from doing something so basic. I figure that I've learned enough about the engine to begin porting the Fall prototype over into Flash and I can only hope that the performance issues that plague Flash as a game development platform doesn't become a serious issue for me! -.- Wish me luck!

Expect greatness. Ryan Huggins~

Monday, July 30, 2012

Current Project: Fall

You're the horizontal thing (he's flipping).
Today is the last day that I've dedicated to official prototyping of Project Fall. Which essentially means, that I will continue to prototype the game until it feels like I want it to feel, then move on to learning Unity so I can port it to that platform (if 2D is actually feasible there). It also means that I can like, release screenshots and concepts of the prototype because it's actually pretty fun now.

Obviously, the screenshot that you have become privy to in this post represents more of my legendary placeholder artwork, but it handles the job of emulating gameplay, and it does that job extremely well.

The Early Story

So far, a few things are different with how I approached this project as compared to City Across the Sky, and yet the game followed a pretty standard stream of changes and iteration. At first, I had an idea of a game where you would have a bunch of weapons (the prototype only has 10), murder enemies, and avoid falling objects from the sky. It was going to focus on paths of motion and tight controls but be executed around the notion of avoiding this falling objects. I started on the prototype, got wall-jumping the way I wanted it, added a weapon or two, created some enemies and everything was fine and dandy. I thought the game would work out exactly as I planned it. Then I added the falling objects and the game suddenly was some shit. I realized that my original vision just wouldn't work with what I had coded (motion of objects and controls) and with that, the vision in my head fell apart. However, I liked what I had created a lot, so I kept the enemies, weapons, and movement and later moved towards and idea which I called the "murder box".

The Fall

After the idea of "Fall" had failed me, I decided to keep the name (since I have another project called Spring [more on that later]) and work on the concept of a murder box arcade game. But, for awhile, I thought the idea was much too simple and reminded me a lot of Super Crate Box, a game by Vlambeer, a studio that I really like and would ideally, like to emulate, but not copy. I was at a complete loss for what to do with the game, and let it sit for about 5 or 6 days. I hadn't abandoned it, but I didn't have an idea for what to do with the game. The simplicity of the gameplay is inspired somewhat by Super Crate Box and to a lesser extent Super Meat Boy, but I'm working hard to make it feel like a different game entirely.
I believe that it's very important to come up with your own ideas, but at the same time, I don't think that borrowing ideas that work from other games to supplement your own individual visions is necessarily a bad thing. As long as you're not ripping off another game, I feel like similarities between games should only serve to honor the original inventor of the idea.
The Inspiration

For awhile, I had trouble finding something that could work as a goal for the gamer; one that didn't tread too closely to Super Crate Box or the notion of solely trying to acquire a higher score (but that would ultimately be the goal of course). In SCB, getting the crates and finding new weapons was the major goal. It served the purpose of randomizing gameplay and acted as the scoring mechanism which was a great design choice because it fostered simplicity. For a while, I wondered what I could use as my scoring mechanism. For a while, I couldn't think of anything.

But, I asked my girlfriend (who is by no means a gamer of any kind) to make a list of things she thought I could put into the game to make it better. She made a list of ten things, and initially, I thought the list was a pile of crap, so I was frustrated by her naivety within the discipline of game design. I was serious, and her suggestions were...well they were not serious. So at first I disregarded the list and stopped development for a day or two. But eventually I came back and looked at the list and something clicked with two entries on the list.
  1. Triangles that spin and cut you.
  2. Squares that shoot you.
  3. Keep the basic shape thing you have.
  4. If there is something good falling from the sky, give it a rainbow trail or something.
  5. Zooming cars.
  6. Raining guns that you have to avoid.
  7. Mermaids.
  8. Catch the gun and it kills everything on the screen. Call it the "Silver Star Gun".
  9. Bubbles. Toxic bubbles or happy bubbles.
  10. Sound effects.
Raining guns and the "Silver Star Gun". From these ideas, I created the Gunstar. 
The GUN STARRR.
A weapon that, if the player is doing very well for a certain period of time, will fall from the sky and offer you ultimate power for a short time span and allow you to murder the crap out of everything on the map (if you're skilled). This idea, spawned from a list of what I considered terrible ideas at first, inspired me to work on the game as a murder box and helped me move away from the idea that the game was too inspired by Super Crate Box.
What you should take from this is, ideas can come from ANYWHERE, not just yourself. Outside ideas are extremely important and even if you don't think that whoever is giving you the ideas is qualified to give you ideas (probably because you don't think they know about games or fun and you do because you're a "game designer" and they're a regular person). You have to remember--and I have learned to remember--that game designers aren't usually your target audience, just because they MIGHT be the most vocal audience or offer the most criticisms, you don't tailor your game to them, you tailor it to the people you want to play your game. In the case of Fall, it was casual gamers and the indie hardcore.

The Murder Box

So, by mixing ideas from other games and adding a few of my own, I've managed to make Fall feel more like an action-arcade game inspired by the elemets of Super Crate Box (spawning weapons to keep you on your toes), rather than a copy. By adding elements from Team Fortress 2 (rocket jumping), Cave Story (where certain weapons affect how you move), Galaga (power-ups which are not implemented into the prototype yet), Super Meat Boy (simple motion, but with my own arcade "feel") and my own design elements (usually inspired by friends and family) such as the Gunstar (a power-up) and the leveling (leading to bosses), difficulty (based on a tier system) and scoring mechanics (which encourage the player to beat their own high scores to encourage player improvement), I managed to make Fall a completely different game and in the end I hope others think so as well.

Concept Artwork

By Jacques Yeates. He thinks it's too cutesy. You can see how the Gunstar
 has influenced the theme of the game.
By Ryan Huggins. I thought the shades (reference to Gurren Lagann) made this
one of the greatest things ever.
Early Prototype Videos




Expect greatness. Ryan Huggins~