Wow, thanks for the great answers... I want to write an article on games made with Gamesalad and wanted to get some examples from he community... I have played a few of the examples given but will check out the rest...
Yeah i agree with lots of people on here. "Ambitious" is a hard word to define when it comes to game design. It does need to be split into two catagories at the very least. 1- technical aspect- creative use of knowledge and coding. Breaking boundaries once thought impossible with the software. 2- creative scope- delivering an idea that is rich with unique qualities and experiences.
I'll use my game for instance (to stroke ego Technically its probably pretty basic compared to other phenomal gs achievements. But creatively i've worked very hard to deliver a unique gaming experience. As you'll hopefully see when i launch the game soon, i've tried my very best to give the user a world to play in. Beyond the game, you can actually get lost in the menu. The menu serves as a portal to the game but acts as a means to enrich the environment and to build character. So i hope it comes across as a rewarding experience for the player. I don't think anyone who plays it will say, "this guy didn't give it his all." But perhaps, at least to me, ambition comes from drive, but it also comes with listening. Having the guts to let others tell you what works and what doesnt. I listen to comments and suggestions- i don't defend my choices. I have been absolutely blown away by what some people have made using gs. Its absolutely awe inspiring! If i can grab even one tenth of what this community has put out there, i'll feel satisfied. I can't wait to hear the good, as well as the bad, when my game is released. It will only make my strive towards ambition that much stronger. Constantly inspired by the wonderful criticisms and suggestions this community puts out there.
I guess everyones latest game is often their most ambitious.
Mine was / is Dark Asylum. 360˚ swipeable rooms, with a full asylum planned... some created.... I guess the project was too ambitious compared to the amount of time/energy I was going to put in... still keep tinkering with it... one day... one Dark thundery day it might be released
I like twin swords a lot, it was a pretty ambitious game for one person to make. I still have a huge project lying around where I have spent many hours on. But I think it might be to big for one person to finish, it has very unique mechanics but the overall idea of the game is to much for me. So I am thinking about selling it or making a template of parts of it. Only if a miracle happens I will be able to finish it myself
I'd say the most adventurous Gamesalad game is Call of Duty Duty by @anatomyofdreams! I mean he fell pretty damn short but he attempted to make Call of Duty, I'd say that's pretty ambitious )
It definitely has to be Heavy Sword. It is the only one I have seen that has a full world map and cutscenes. The game is very advanced with all the animations and must of used tons of attributes. It should be shown to anyone who thinks that "no good games can be made with GameSalad, they are all boring minigames"
I think people will have very different ideas of what an ambitions game might be depending on there skill level with Gamesalad or ETC.
I think a lot of people confuse term ambitious game with a good\polished game.
Agreed. Also a LARGE game file does not equate to quality nor ambition, it could just as easily mean you have no idea how to sort and optimize your junk!
:P
Every published game is a tale and sign of ambition. You have to be darn ambitious to see your game to completion, especially if it is your first. Even more so if you do it alone.
Comments
1- technical aspect- creative use of knowledge and coding. Breaking boundaries once thought impossible with the software.
2- creative scope- delivering an idea that is rich with unique qualities and experiences.
I'll use my game for instance (to stroke ego
Technically its probably pretty basic compared to other phenomal gs achievements. But creatively i've worked very hard to deliver a unique gaming experience. As you'll hopefully see when i launch the game soon, i've tried my very best to give the user a world to play in. Beyond the game, you can actually get lost in the menu. The menu serves as a portal to the game but acts as a means to enrich the environment and to build character.
So i hope it comes across as a rewarding experience for the player. I don't think anyone who plays it will say, "this guy didn't give it his all."
But perhaps, at least to me, ambition comes from drive, but it also comes with listening. Having the guts to let others tell you what works and what doesnt. I listen to comments and suggestions- i don't defend my choices.
I have been absolutely blown away by what some people have made using gs. Its absolutely awe inspiring! If i can grab even one tenth of what this community has put out there, i'll feel satisfied. I can't wait to hear the good, as well as the bad, when my game is released. It will only make my strive towards ambition that much stronger. Constantly inspired by the wonderful criticisms and suggestions this community puts out there.
I guess everyones latest game is often their most ambitious.
Mine was / is Dark Asylum. 360˚ swipeable rooms, with a full asylum planned... some created.... I guess the project was too ambitious compared to the amount of time/energy I was going to put in... still keep tinkering with it... one day... one Dark thundery day it might be released
http://www.kickstarter.com/projects/678002393/dark-asylum-0?ref=live
As for other projects I've seen that looked ambitious (and completed)
- BOT - This game was a massive looking project... along with its matching massive thread.
- Recent released 'Heavy Sword' - looks pretty darn smart, lots going on and really well done.
- Puzzle Dozer - very cool, had some pseudo 3D effects on some levels with a ship rising and falling...
lots more...that I dont know about
I still have a huge project lying around where I have spent many hours on. But I think it might be to big for one person to finish, it has very unique mechanics but the overall idea of the game is to much for me. So I am thinking about selling it or making a template of parts of it. Only if a miracle happens I will be able to finish it myself
Lump Apps and My Assets
http://www.deepblueapps.com/zanda-zelda-template/
Darren.
Very nice of you guys
Roy.
Shadows Peak is an atmospheric psychological horror that explores the dark side of a player.
Watch out! I am making a sequel of @ anatomyofdreams game which is going to be Call of Duty Duty Duty!
=D>
Shadows Peak is an atmospheric psychological horror that explores the dark side of a player.
:P
Every published game is a tale and sign of ambition. You have to be darn ambitious to see your game to completion, especially if it is your first. Even more so if you do it alone.