So unfortunately I did not have anytime over the break to work on any projects of my own, but I did have a chance to get a head start on next semesters game for GPL(Game Production Lab). Seven other people and I are working on a game called Multiverse, designed by Addison Ziegler, our creative director. My job is primarily prototyping the game out, mechanics and levels, with GameMaker and once prototyping is complete I will be bumped to 2D art and other places if need be. The final game will be a 2.5 platformer built in UDK.
So far we are about 2 weeks into production with a playable prototype being due in about a week consisting of 10 levels. So I still have some work to do.
Like I said before Multiverse is a 2.5 platformer with a core mechanic of being able to switch between two worlds to be able to complete a level. The worlds are meant to be crazy, creepy, zany, and maybe a little disgusting. Each of the two worlds is supposed to be unique in it's own right with its own inhabitants, style, music, and feel, while the layout of the level in each world will be very similar with few functioning differences. Anyway, it's a great idea and I think it's going along great so far. What I have currently is a crude prototype that can ONLY be played with a controller currently. Since my prototype will eventually be scrapped for the actual game build in UDK I doubt I will be going back and adding keyboard function in. Cause I'm lazy.
Anyway if you want to test it out here is a link to the exe.
(You need the exe and other files together in a folder to play)
Sunday, January 29, 2012
Final Project: Remix (Second Player)

For starters the original game was based around the idea of how our avatars in games mirror us (hence the theme being mirror). The idea for the main mechanic was that there would be two characters, one who faces all consequences, and the other, who faces all reward. The game then became a puzzle platformer with the mechanic being you must kill the second player to have him re-spawn in places he could not reach before. That game was fairly fun to play.
Now when I went in a second time I screwed up what made the first game work. Originally the game was a platforming game with puzzle elements, but once I added in a couple more features (levers and teleporting) the game became a puzzle game about placement, where you had to run and jump sometimes. This loss of activeness slows the game down and took what was originally about constant movement and death and turned it into something tedious about lining up. Once I added characters and graphics in I also believe this took away from it. The new characters were bulky and slow in comparison to my original swift black boxes. In the end what happened is I lost what originally made the game fun and got distracted with accessory features. Live and learn.
Here is a link to the exe.
Monday, November 14, 2011
Path: The Straight & Narrow
Hey folks! I'm back with this week's game. The theme this week was path. Initially I considered doing something about the straight and narrow path but dismissed it because it seemed too difficult to make fun or interesting. But then ... inspiration hit. Or something.I did it anyway is the point. I'm very pleased with the result of this unlike last weeks. Where is last weeks you say? SHUT UP YOU DON'T KNOW ME! I lost it OK. I lost it in the internet. Yeah.
Here is a link to the exe.
Here is a link to the exe.
Sunday, October 30, 2011
Sequel: Unko's Adventure 2
By far, one of my best weeks. We have color again! The theme this week was sequel. We had to download the Pirate Kart and make a sequel to one of the games. I chose Bento Smile's wonderful game, Unko's Adventure in Magical Land. So without further adieu, here is Unko's Adventure 2.
Here is a link to the exe.
Here is a link to the exe.
Friday, October 28, 2011
Game Jam-asaurus!: Prometheus
Oh look, there's color and the graphics aren't blocks! This was our project for the game jam. With a team of three other people (two from my prototyping class) we made Prometheus. The theme was 'Fall'. We did Prometheus' fall from grace with Zeus. I basically did level design, game mechanics, programming, assembly, and other contributions here and there.
Here is a link to the exe.
Here is a link to the exe.
Slicing: Block Slicer
This one was disappointing to me because I think the idea would have been fun. You are a time traveling garbage man, helping the people of the past to destroy their waste. They throw stuff out the window and you cut it with you matter dissolving sword. Occasionally they throw things out they didn't intend to, like babies, and you must change your sword to a next and catch the valuables. What I made? A game where you can slice blocks. So close...so far.
Here is a link to the exe.
Here is a link to the exe.
Mirror: Second Player
This was/is by far my favorite theme yet. After all is said and done, I want to go back and refine, add levels and more puzzles to this game. The game is based around you playing you playing a game. While you(game you) takes all the consequences, while the other virtual you has all the fun with infinite lives. And they mirror each others movements...because that's the theme.
Here is a link to the exe.
Here is a link to the exe.
Exponential: Blob Attack Panic!
This weeks assignment work was Exponential. One of the biggest problems I had with this is because it is exponential, things can get out of hand really quickly.
Here is a link to the exe.
Here is a link to the exe.
Choose: Confused Zombie
So our next assignment was basically, keep playing with GameMaker or Construct. I chose to stick with GM and make a game about a zombie who can't quite figure out which way he wants to go. After a certain number a time the player's controls are switched and must then scramble to adapt.
Here is a link to the exe.
Here is a link to the exe.
Let's Start Prototyping
So, this summer I was convinced myself to make a game. I thought to myself, I am going to be a Junior next year, I should have a game to show people by now. After some searching I stumble upon GameMaker, which coincidentally I would be using for my Rapid Prototyping class this semester.
Over a solid weekend of work this summer I accomplished to make a simple platformer. The game was intended to little kids at my church and a full game would include many similar mini-game like games.
Here is a link to download the exe.
Over a solid weekend of work this summer I accomplished to make a simple platformer. The game was intended to little kids at my church and a full game would include many similar mini-game like games.
Here is a link to download the exe.
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