What game projects are you working on?
<font face="Arial, Verdana" size="2">I thought it would be a good/interesting idea to post a summary of what each of us are working on here (if you have decided not to take the secretive approach). I'll start off with what I am doing. Feel free to tell me what a bad idea it is :P</font><div><font face="Arial, Verdana" size="2"><br></font></div><div><font face="Arial, Verdana" size="2">So the game, yet to be named, I am working on, is a 2D Zombie survival game programmed in Unity + C#. I am trying to take a different approach from your average zombie shooter. I'm trying to make it more to the likes (though not exactly) of what I believe a zombie apocalypse will be like. No I do not believe the few survivors would run around with guns. Most of it will probably running away and hiding! I will have some weapons though, maybe even some sci-fi, but I'll probably tend to stay away from that.</font></div><div><font face="Arial, Verdana" size="2"><br></font></div><div><font face="Arial, Verdana" size="2">At the moments I have hordes and hordes (1000's ) of zombies on my map. The map is really nothing yet - just a big tarmac with an equally ugly warehouse building in the center. It also features some stupid survivor AI, just running around, etc. They tend to run away from zombies when chased, but gang up on zombies when they believe it is safe (which is wrong most of the time :P ). Working on making smarter AI at the moment.</font></div><div><font face="Arial, Verdana" size="2"><br></font></div><div><font face="Arial, Verdana" size="2">There are still some resolution issues which I want to work out before posting a version online (don't want to make you guys downloading ~30mb just to discover it doesn't run on your monitor size). Can't wait to do this so I can get some criticism and opinions from you guys.</font></div><div><font face="Arial, Verdana" size="2"><br></font></div><div><font face="Arial, Verdana" size="2">Now, what are you guys working on?
Update:
Here is a link to my game's thread<a href="http://www.makegamessa.com/discussion/76/grave-days-game#Item_1">Grave Days</a>
</font></div>
Update:
Here is a link to my game's thread<a href="http://www.makegamessa.com/discussion/76/grave-days-game#Item_1">Grave Days</a>
</font></div>
Comments
I'd be further along on both projects if I didn't have a fairly demanding day job. :P
Unity remake of the Gears of War JRPG I built for a Game.Dev
remake of the Gears of War JRPG
Gears of War JRPG"
... Fuck yes.
Yes I am actually still busy with my tank game.... I am being pummeled at my day job but that should soon pass and then I hope to put in some good focused effort again :) In the meantime I'm trying to just build levels so that I can get ~20 finished for the game's campaign.
It's built in UDK, and the game's in private beta right now. We've got a bit more to do on it, but it's coming along very well I think :)
Anyway, for my part, I handle animation, texturing, level design, environment art, sound and music. @DarkCarnivour handles the programming, character modelling, FX and art.
and
@ShadowBlade Cool! :D
I would like to try these games. I especially like medieval/dark ages type of games. Defs wana try this one out!
Here is the link to the, very incomplete, game ;). /https://www.dropbox.com/sh/i80d5kfevhytz76/9WFSAKRj8E
Outside of that, I thought a bit more about the "what it needs to be launchable" thing:
* Content: So you have a great gameplay demo now, and you've made it clear you don't want to do levels that need to be progressed through, but you'd at least need some varied arenas to give your players some reason to keep playing. You did mention obstacles and traps, once those are in you're talking more of a real game.
* Motivation/Progression: Again, as a gameplay demo it's fun, but other than killing all the enemies there's no real reason to play. So it's kill all the enemies, play once again maybe to kill all enemies, probably delete from device. So some kind of endless spawning of enemies perhaps? Starting with just a couple and ramping up to crazy. Maybe the enemies get bigger and tougher somehow?
* Scoring: Builds on the motivation, score per hit perhaps? With higher score for certain hits? Perhaps this could be tied to the energy recharge, giving a bump in energy for high quality hits. How about a combo counter with energy recharge rewards based on chained hits? Ditto for varied hits.
* Leaderboards: Once scoring is figured out, adding something like OpenFeint would be essential for devices.
*Visual Juice (yay for talk reference :P): Simple blood particles or other effect on impact, swipe trails. As discussed your minimal monochrome look is AWESOME, so need to be careful to not detract from it, but splashes of colour from effects over the generally monochrome world and characters would stand out beautifully IMO.
*Audio Juice: Was there audio? Need impact sounds at least and music.
*Menu and UI: @Elyaradine had a good suggestion about UI inspired by Japanese paintings (Okami Jono?), I could see something simple like that looking great. Simple brush strokes behind a clean font for score, etc. Menu wise, again simple could be perfect, and trust me after spending couple of weeks on menus, you want to keep it simple :)
I know you said you'd rather be watching TV (seriously!?) but if you are one of the few people that actually have the luxury of spending a full 6-8 hours a day on this, you could probably get it launch ready in under two months.
Edit: It is online now :)
I am new to this web site and the game design community as a whole. I thought I would start posting here and let you all know what I am working on. I am currently in matric in Nelspruit and part of the IT project we can do whatever we want. I decided to try and design my own game engine as a learning experience and I am loving it! The one problem is it is in Delphi (I know, ancient language) but school only uses Delphi. The cool thing is I am using OpenGL so it should not be too difficult to translate it to another language like C++, if it turns out to be an alright game engine. Currently only have 2D texturing, working and state management, memory management and a few small things but hopefully it will turn out to be something good.
That is my story. Looking forward to getting to know all of you, the game design community in South Africa.
Cheers :)
Hey, nothing wrong with using the tools you know, at least the first time around :)
Yeah definitely :) its just a bit annoying that it has missing features compared to C++ such as Templates for example or in Delphi 7 you cannot have a constructor or other method within a record (structure). But otherwise it is going alright :)
It's pretty much a copy of Achtung (die kurwe!). It's a multiplayer only game (on one pc, different keys). It has LAN that doesn't work well and I never finished it. The reason I made it was because me and my friends used to play Achtung together, and here I just added some power-ups (which Actung didn't have back then.
Keys: Spacebar to start the game (or new level, something like that). You can define keys for each player in-game. End key to escape.
Sorry for being a little off-topic with this one :P
@Denzil Nice! I have never played Achtung before but this looks pretty awesome! :) Maybe one day when my project is complete I will show anyone who is interested.
BTW everything everyone is working on sounds awesome!
It's still in the very early stages of development.
I've been dreaming of dungeons again... Sorry I can't help it.
My little nameless monster can be viewed/downloaded here:
www.webapple.net
[Oops, image removed as it broke this site]
It's a +- 45MB zip and it will also get the Microsoft XNA framework during install.
It is more a game tech experiment than a demo, so drop those expectations...
I created it with Microsoft XNA 4.0/C# in Feb/March 2012. The art assets and sounds are placeholders for now.
The interesting bits for me were learning about how tiled terrain can be made to look more natural using transitions, the dynamic lighting aspects added some atmosphere
and how to get those baddies to attack me using an AI state machine was fun to explore.
I am currently developing a boring business web app for a large national company in Cape Town to sustain food and put roof ;)
Hopefully i will find time/inspiration again to turn this demo into something else...
Peace.
I am working on my own iOs side-scroller game at the moment. The main character "Lupe" will try and run away from the chasing Luchadores. As he runs he can grab various cacti from the landscape and hurl them back at the Luchadores, to try and disable them, and slow them down from catching him. There will be various different cacti with different powers for each level. Lupe will also be able to collect different powers such as “time warp” or “jetpack” etc.
I still have to work out some of the gameplay dynamics, but allot of the artwork is already complete. I will eventually need a programmer to put this all together, so hoping to get some funding from Indiegogo.com, so that I can actually pay someone. But so far, no luck on that route!
Also, have you decided what you want the programmer to use yet or not? (Im sure quite a few people would shy away from Objective-C for isntance, and the same would go for Unity or Game Maker) If you arent picky it may be easier to find someone to join up with you.
I would offer to join up but I probably wont have time until later on in the year to dedicate to working speedily on any project. (All of my projects are crawling forward at a snails pace) If you dont mind the time I could always work slow, or barring that if you want to take a stab at it yourself there are more than enough people that could help out when you get stuck or have questions?
What I am struggling with now is how the controls will work, and how fast the Luchadors will catch up, and how "lupe" timing in throwing the cacti bombs will work. I can see it in my head, but that's were I need a programmer to work closely with. I could use the same guys I used with the "bush pilot" game. They recon they can do it for about $3600, or collaboration with percentage profit share. But they are in Italy, and I would prefer someone locally.
I would like to get this first level working as a prototype, so I can get a feel for how it will work, and then iron out the gameplay.
The other problem is payment. I was hoping to raise some funding, but I am useless at the marketing side (typical artist!). It's also possible I could go the collaboration route, and share profits, but that's not always easy for anyone here at the moment.
I have been trying out "Spriter" for the sprite animations, and it looks awsum, especially if the programmer I work with can use the pluggins!
As for doing the programming myself, no thank you. I am not that way inclined, although I was playing around with Gamesalad, pretty good program. I would rather leave that upto someone who knows what they are doing!
Ultimately, from a time point of view, I am planning on getting a new game out every 3-6 months. I am purely aiming at the growing iPad/Android tablet market. I would love to have a small team of 3 doing this fulltime, but it's difficult to find a way to do this and keep paying the bills. I have studied the market intensively, and most games never make it big, that is why I want to get more out quickly. It's all about marketing, online, reviews etc! And keeping at it!
I am currently busy making a 3D game using Unity.
I will be creating the same game twice, one will be a full 3d space game, and the other game will be the same but from a top-down view.
These are two videos so far, and I will keep them updated.
I might make a small tutorial from the top-down version(not included)
(Particles have a force driving them to the back, will fix it)
http://www.learn3d.co.za/HomeGrown_Competition2012.html
The Rage of the Squirrel is my game. :)