Game in a day (ish) (maybe)
Sparkyidr
Member Posts: 2,033
Hiya.
After being impressed with the quick turnaround time some of you guys have had recently, I've decided to take a break from my current project, and do a game in a day (ish...will probably be more, but let's give it a go)
So. I decided to start on an idea I had aaaaaaages ago to do a game very much like Cosmic Ark (An old Atari 2600 game....my fave on the system)
Started at 1pm today, and so far, have got most of the gameplay mechanics down. Rocks come at you from all 4 sides, you have to shoot them.
Touch controls working well, just had an awesome idea for the look of the game too )
Next need to work on the alien abduction portion of the game, but in my mind, I know what I am doing.......let's see if I can pull it off.
Will keep y'all posted as time goes on today....and when I have sorted out some proper graphics, I'll get some screenies up.
Gonna try for retina/res independence too for the first time.
Sparky.
After being impressed with the quick turnaround time some of you guys have had recently, I've decided to take a break from my current project, and do a game in a day (ish...will probably be more, but let's give it a go)
So. I decided to start on an idea I had aaaaaaages ago to do a game very much like Cosmic Ark (An old Atari 2600 game....my fave on the system)
Started at 1pm today, and so far, have got most of the gameplay mechanics down. Rocks come at you from all 4 sides, you have to shoot them.
Touch controls working well, just had an awesome idea for the look of the game too )
Next need to work on the alien abduction portion of the game, but in my mind, I know what I am doing.......let's see if I can pull it off.
Will keep y'all posted as time goes on today....and when I have sorted out some proper graphics, I'll get some screenies up.
Gonna try for retina/res independence too for the first time.
Sparky.
Comments
I'm really only quoting as a joke so don't take it too serious!!
Actual quote from apples:
"We have over 250,000 apps in the App Store. We don't need any more Fart apps. If your app doesn't do something useful or provide some form of lasting entertainment, it may not be accepted.
If your App looks like it was cobbled together in a few days, or you're trying to get your first practice App into the store to impress your friends, please brace yourself for rejection. We have lots of serious developers who don't want their quality Apps to be surrounded by amateur hour."
I do wonder if these "I made a game in one day" posts help sell game salad or if they hurt its image even more. Either way though some one day projects can be better than some peoples month long endeavors lol
Best of Luck
Don't get me wrong.. this isn't about creating some rubbish taptard shite.
It's more a case of.....my latest game has been in the works for like 3 months now, and can I make something just as good, and just as playable in a day or 3 really.
I know what you mean. I've been working on my game for months and feel like ive hit writers block. Yet I'm afraid to do a new game in a day because I don't want to put momentum into a new project for fear that I will not finish my original project.
Plus, I think my next game is going to need corona, unless the new GS update includes joints and inter-actor message passing.
I do have this one idea tho....
I think you learn a lot from spending some time focussed on one title, so you of course want to see if you can apply that elsewhere!
Making a game in a day is fine, as long as you know that it won't be the "best thing ever". Then there's testing, bug fixing, and dropping features due to the time constraint you have to think about!
Gravitrix was inspired by Stusapps making a game in a day. I just can't do it though. We'll have spent a month on it soon, and I think it'll be a better game because of it.
And of course your 1 day game will sell more than Gravitrix does
QS
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
Can't wait to see the final game! Keep us posted!
1. My brain is starting to hurt
2. The core gameplay for the shooty stage is pretty much done now, just need to crack on with the abducty stage now
3. I got sidetracked making some visual effects and a music track...see below :
4. It's not going to be a game in a day, but will have a good framework done by the time I get to bed, so hopefully can spend a bit of time testing and polishing.
woop.
Again, was sidetracked playing around with the retro filmic effect, and giving all the graphics that cool 50's black and white look.
So.. Update time (If anyone is still reading)
1. Brain is slightly less frazzled than before.
2. The shooting section is feeling nice and tight now, and I have messed around with maths and attributes to mean I can scale the difficulty over how long the player has been going.
3. Sorted out the background graphics for the abduction stage (thanks to istockphoto)
4. Got the main player ship doing a little wobble as it sits there kind of like you would expect a cheap special effect to look )
5. Decided to do everything in a single scene (using the camera to flick between sections) so that once the game is loaded...it's loaded.
6. Now need to replicate oing from shooting scene to abduction scene and back again, tying in with the difficulty increases over time.
Unfortunately, I have a full studio day tomorrow starting at 9...and then I am going to a film premier (ooo get me!) so think I might have to call it a night soon. (
Sparks.
~CTM
I'm back on this today (a game in 2 days now lol)
I'm straying a little from the cosmic ark abduction stage a little, just to make the game my own rather than a remake.
Just a quick update. I now have the abduction mechanics working fairly nicely. So I now need to build some rules to make the abduction stage fun, and add in some jeopardy. I'm thinking some form of countdown, so that you have to abduct the cows before the timer reaches 0, and the army Nuke you. I'd then have some kid of escape mechanics, so that if you have not abducted them in time, you can do a runner. But in my mind, that's all still up in the air.
Thanks for reading. Sorry if it's getting a bit boring, but this kind of mini-blog is helping my brain get through the short dev process.
I will post some new shots and a video soon.
So, still to do
1. Build the whole abduction stage gameplay (is that all!!!!)
2. Add all the sound effects
3. Add explosion graphical effects for the rocks
4. Make the difficulty (speed/number of rocks) increase each time you start the rock stage
5. Make the rocks kill you (3 lives)
6. Add a "how to play" scene, and maybe an about scene.
7. Do I dare to add a pause feature?? ;o)
Sparks.
Ace
Real life, and studio work has got in the way.
I spent most of the end of "day2" finding a fixing a bug with my cows that get abducted. But that seems all fixed now.
Hopefully "Day 3" can start soon and hopefully get this thing finished and out....yay.
Imagine the cow abduction stage with something(s) shooting at you. You can only abduct when not moving, and if you stop touching the screen (firing the abduction lazer) you drop the cow.
So that should make that part of the game a bit more fun and have some challenge.
The shooting stage gets faster, and has more rocks to shoot at after each game cycle.
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
I'll try to make it look as close as possible to this movie I made for a CG contest:
that, my friend, was f'king brill. Love the visual style. Very much the vibe I was going for too.