Since I have some experience with planning in games, I wanted to have a look at the techniques used. After some digging I thought I’d put together a brief summary of what I learnt.
By chance I came across a post asking for a game designer, to which I replied. Unfortunately the position had already been filled though fortunately additional help was happily welcomed.
The project in question is Hero of Allacrost. Its an ‘open source single player 2D role-playing game inspired by classic console RPG’s, and I’m thoroughly impressed with the standard of this project. It’s use of BitBucket for source control, a Wiki containing lots of information/documentation, a forum, and welcoming project members! I’ve worked on this project for approximately a month, and my contributions to this project have been enhancements to the battle code.
Here’s the latest Hero of Allacrost gameplay footage. Check it out!
I remember nearly not buying the first Shogun Total War since it required four CD’s, which meant three other games I couldn’t have.
I remember sitting infront of my desktop impatiently. Expectantly flicking through the manual while the game installed, CD to CD.
I remember a journey. Fighting alongside the Shimazu, rising from Kyushu, besting the great clans of Japan to ultimately ascend as Shogun.
I remember years of waiting for a worthy successor to one of my life’s best games.
In 2011. I found Shogun 2.
When searching for a teleport system in Game Maker, I often find the following suggestion. When object A collides with object B at position (x,y) change object A’s position to (x_new,y_new). This works perfectly if you require a fixed position teleport system.
Though, what if you wanted (given any character position) to be able to teleport to a location that is not pre-defined. A dynamic teleport. What do you do? I asked myself this, and here’s a simple solution that I used for my puzzle platformer Multi.
First lets define a few terms and variables:
- Ideal Teleport – A teleport which results in the character being where you most want in a regular scenario.
- Teleport – A boolean variable that determines whether the character can teleport or not. It is reset with the use of an alarm.
- Teledist – A fixed integer that determines the position change of the ideal teleport. I used the value 96 pixels.
- Par_solid – The fundamental solid object of my game (I did not use Game Makers solid variable, this article explain why.
Thrillseeker is a game jam submission on the theme “You Are Your Own Worst Enemy” designed and created by my friend Sangseo Lee and I. The core mechanic of the game is that whilst flying close to passing asteroids gives you a higher score, doing so greatly increases your chance of crashing. It’s like Burnout in that the player is rewarded for high risk game play.
White blood cells play a vital role for our health, without them we’d be easy pickings to the likes of even the common cold. Play a moment in the life of a white blood cell and battle against an ever growing hordes of viruses and protect the red blood cells to keep your heart beating. Even better, do it with a friend! Happy hunting!
Immunity is a coop game that I worked on with Sangseo Lee, for the Global Game Jam 2013 at Edinburgh. It took second place in the local competition and was noted by the judges for best design. At the moment it’s written in Java using the Slick framework and can run on Windows, Linux, Mac and Solaris. Check it out at the Global Game Jam website here!
League of Legends is described by some as the equivalent of electronic basket ball, by others like AngryJoe as “crack”. I agree. This Multiplayer Online Battle Arena (MOBA), where team work is essential to success has players take control of a single unit in a multi-player match up, with the goal of destroying the opposing teams ‘Nexus’.
A Short History
League of Legends or LOL (though well executed) is not an original idea. In fact it was originally conceived as Defense of the Ancients (DOTA). Based on a mission from Starcraft, DOTA was a custom game created by Eul on the popular Real Time Strategy game Warcraft 3: Reign of Chaos. Unfortunately Eul did not update his map, and so others created spin-offs; it was Steve ‘Guinsoo’ Freak who got it right.
Guinsoo created a variant of DOTA calling it DOTA: Allstars. He then put in an enormous amount of work in to adding new champions, items and game features. He later handed it over to Abdul ‘Icefrog’ Ismail who continued his work. At present IceFrog has gone onto become a lead designer at Valve working on the sequel DOTA 2.
No One Has to Die’s comments on Newgrounds read “4 people are trapped in a building fire and need your help to escape”, now I’ve finished playing it, looking back it’s the tip of the iceberg… an awesome iceburg.
An hour or so in length, this indie game manages to pack quite the punch. It isn’t particularly difficult and it’s not designed to be. The simplicity of its gameplay and mechanics, peel back to reveal the complexity one feels in considering the consequences of those simple choices, which in turn furthers the narrative in a ‘player-driven’ manner.
It’s art style is simple, functional, colorful and doesn’t detract from the game. The music is top notch, working well to build up an atmosphere in tune with what’s happening in-game. The writing of characters is good and given the length of game it’s enough to start to get a ‘feel’ for them.
All in all No One Has to Die is a thought provoking puzzle over life and death. Its great moments and emotional highs and lows leaves one with a joyously sweet aftertaste. This is one indie gem, is well worth your time.
So what are you waiting for! Play it!