|Posted on April 1, 2012 at 2:15 PM||comments (1)|
Dueling mage, made with gamemaker, is a game ment to be simple for two players to pick up and have a short little challenge againts each other. This game uses a simple health sytem to create a time limit. I'm not exactly sure when I officially started on the game or how long it took to complete. I do know that gamemaker can be a little limiting on its functionality ( although, I do still need more practise), but it is also quick to get something on the screen, seeing one's progress.
I feel this game succeded in the objective stated above. The game took a few different shapes during the development period. I definitely had the two player concept, with both players having simple controls, and only one "attack" button. I wanted the attacking sytem to be more passive, so I had the idea that when activated the player could slow or stop the other player's movement.
Developing this game gave me good insight to how gamemaker works. I enjoy using this software, I’m able to see results very quickly as I’m working. I felt that “jolt” of excitement seeing my objects coming together and working as expected. There was a lot of trial and error during development, I hope to eliminate stuff like that, and improve my foresight.
I made the AI character act on his own with small, simple directions. Accomplishing that opened up those feelings I mentioned earlier too, I was able to see the mage float on his own and acting out the same characteristics as the player would.
There are some things in the game that I'd like to correct. One being that the fire ball's sprite is 'piled' on one another when the spell action is used. I also feel the game could be more interesting and fun. I have had others play Dueling Mage, and they seem to enjoy themselves. In light of that, I'd like to have more depth to the base mechanics of the game.
|Posted on March 30, 2012 at 11:50 AM||comments (0)|
On the weekend of March 23 to the 25, I participated in a game jam hosted by the Iowa student group AIUI. Six unique games/prototyepes were developed durig this time. I met a lot of really smart, interesting people who are passionate at what they do. I also worked along side others, with the same passion and talent, that I've met from previous events and jams.
A jam is a very interesting event in my opionion. The time constraint alone can cause impresive dedication and work to be done. Also, with an impossed theme to base a game on, new ideas can be explored in a low risk and personal environment. I feel that jams build on one's character and skills. I do have one Idea about jams that I think cause an issue in game development.
I don't want to get too deep into the definition of a game, but my concern is based in exactly what a game is or can be. With games being such a complex grouping of systems, I feel that such a short time limit doesn't allow a designer to have a player's experiance to be fleshed out fully. I experianced this when creating my smuggling based game.
I was able to give players a goal, means to acheive that goal, a conflict (the guard taxing the player), end condition, and even some small feeback on progress. Even with all those componets, I felt that there was something that still needed to be tweaked. I think it could be just the whole presentation, I was missing a few sfx, and some more consistensy with background music and art work.
I did learn a lot of things at this jam towards my progress in becoming a better programmer. I feel gamemaker will continue to be a great tool to stretch my desgin legs, and be able to use the short time frame of a jam effectively.