“Spaced Invaders :Von Thundersvolt” Game Development WIP Demo

Von Thundersvolt Vehicle
© 2012 Joanne Pranee McKinlay
© 2012 Pranee McKinlay
© 2012 Creatorbot
All rights Reserved

Playing Character Vehicle inspired by Mad Max’s Road Warrior but unintentionally also looks a bit Moon Patrol influenced (as a friend recently pointed out).

Sorry I’ve been a bit slack with my updates but I’ve been working on other stuff so only just recently picked up this project again.

Have a look at the Development Progress of the Game I’m currently building for Von Thundersvolt. It’s a long way from finished (always takes longer than you think!).

So far, here’s how it looks…

It’s another Development Demo to keep you all posted on the “Spaced Invaders :Von Thundersvolt” Game being produced for New Zealand Band, Von Thundersvolt. A Space Invaders / Moon Patrol inspired game which uses the Unity 3D Engine. There’s still a long way to go and I’m still gradually adding various elements, troubleshooting bugs. (Yes, I know there are problems!)

You know, all that jazz!

http://youtu.be/30OfdexEJNo

Creative Commons License
This work by Pranee McKinlay is licensed under a Creative Commons Attribution-NonCommercial-NoDerivs 3.0 Unported License.

Prototyping Demo: Progress Report – 21st June 2012

If you’ve read any of my earlier posts, you know that I’m trying to make a game in 2 weeks. It’s part of the Nagademo online event. Actually, it was supposed to be a month but I started with a more complex concept, had no spare time and had to scale down and change my plans.

I’ve been a bit unwell for the past couple of weeks. Good old winter! I just wasn’t made for the cold. In saying that, what warmer place could I live, if not New Zealand? Known for it’s stunning landscapes and skiing destinations.

I thought I’d post a small work in progress update which shows the initial prototype development of the “Space Invaders” inspired game. Last night was a friend’s birthday so my glorious hangover is making me feel a wee bit sorry for myself. It’s also not helping my already somewhat limited programming abilities.

As mentioned in my earlier posts, the game aims to be a simple, 8 BIT (ish), retro inspired game to promote New Zealand Band, Von Thundersvolt. It’s a bit of fun creative release for me.

I’ve added a small demo of the prototype I’ve developed using the Unity Engine. It’s a rough demo, so if you are expecting any hollywood style wizardry, you’re probably looking in the wrong place. The background music playing is actually Cut Chemist (my stereo was on), not Von Thundersvolt.

The assets are prototype only and will be replaced and developed. This video is displaying some of the basic functionality that I have already put in place using JavaScript. I can do some basic programming but it’s never been a strong skill of mine. Creating this game alone is an interesting challenge that I have given myself. It’s quite exciting when your code actually works (instead of exploding like a cream pie in your face). I’ve been thinking of trying a Visual Scripting Editor plugin but am unsure whether I’d just end up spending too much time learning it.

Prototype: Development Progress 21st July 2012

I’ve also been thinking a lot about the core game elements. Chatting to the band last night, there was a request for a Mad Max inspired vehicle… so that’s my design aim for the player… but with a more futuristic twist. Originally I was thinking of having the band members on top of a floating vehicle. However, I think that cutting down the number of animated assets needed is a good thing considering the tight deadline.

It’s an organic process. An exercise in Agile Game Design where my main aim is to keep it simple, keep it fun!

Creative Commons License
This work by Pranee McKinlay is licensed under a Creative Commons Attribution-NonCommercial-NoDerivs 3.0 Unported License.

Day 2 – 5 : – Nagademo Project

So, it looks like my prediction about having no time to really make a game with my current work commitments was spot on! Getting up way to early to go to work and coming home way too late… Hopefully I’ll be able to do a bit more on this on the upcoming weekend.

Due to time restraints, I’ve decided to skip a few design processes and just go a bit “Guerilla Style” in my Game Development. Heavily leaning towards an Agile Design Process so instead of lots of Design Docs & Concept Art, my next step will be Rapid Prototyping in Unity to try to get my core game mechanics to work.

Next update, Day 7 so stay tuned!

Creative Commons License
This work by Pranee McKinlay is licensed under a Creative Commons Attribution-NonCommercial-NoDerivs 3.0 Unported License.

Day 1 – Nagademo Project

Well hello there!

Today is my day one on the nagademo 2012 international online game jam.

My first step was to create a developer blog to record my progress and voila! Looks like you found it!

Next up is me fleshing out my initial game design for my registered entry. This is a solo project, unless I drag a few other people in later to help. Looks like I have a lot of work ahead of me and considering I have to go into work this weekend to finish a deadline, hopefully I can find the time needed to create, develop and polish my game. To summarize my game design treatment:

Project: Whirly Whirly

You know those little wind gusts, mini tornados, like the one in the movie, American Beauty where the plastic bag performs a beautiful dance? Think about that as you read on…

1.) Game Brief: Ideally I am attempting to make a casual 2.5D side-scrolling platformer. I say 2.5D because even though my camera will be locked into a 2D view, there will be 3D elements (models) in it to give it depth. Whirly Whirly is inspired by games like Flowers, Katamari and Canabalt. Backgrounds (hopefully) will be procedurally generated & game objects randomly spawned to add replay value for the player. Music is important for the feeling that I want to convey but not being a musician myself, I am open to offers from others to create this.

2.) World: I hope to create a few different levels for the player. This may include an Urban Street Scene, Open Field Level, Deserted Country Town and Beach Scene. Aesthetically, the world is simple yet stunning with a graphic design style.

3.) Playing Character (PC) : A gust of wind or as a friend calls it, a “Whirly Whirly”.

4.) Gameplay & Mechanics: The PC is continually in motion, moving from left to right on the screen. They can freely move up or down on the screen to avoid obstacles which slow them down or make them lose special bonuses that they may have collected. Items can be picked up and incorporated into the PC and these affect them in various ways. There is no win or lose situation as it is more about feeling and movement.

5.) Game Items: To be confirmed but include things like plastic or paper bags, empty wrappers, leaves, flowers, tumbleweeds, sand, dust, etc… you get the idea!

6.) Game Engine: Unity 3D Engine

I’d like to say a special thank-you to the folk at Unity for giving entrants access to a Unity Pro License until July 15th 2012 so that we can create our games. You guys rock!

7.) Release Platform: Free to Play on a Web Browser and also available as a stand alone download for PC and Mac users.

© 2011 Joanne Pranee McKinlay

Creative Commons License
This work by Pranee McKinlay is licensed under a Creative Commons Attribution-NonCommercial-NoDerivs 3.0 Unported License.

Nagademo Game Jam (June 2012)

Ok, I am not really a Blogger, I kind of hate it and it’s not really my thing.

In saying that however, I’m participating in the June is make a game in a month Game Jam at:

http://www.nagademo.com/

and I need a developer’s blog to show my progress so here goes nothing! My first Blog!

Due to current work commitments, I don’t really have any spare time to make a game but am using this as an excuse to at least start one of the ideas that’s been kicking around in my head for a while now. I am also more of an Designer and Artist and will be doing the programming (not a strength of mine) for my game entry myself so forgive me if I don’t end up with much at the end of the month!

This is all in the interest of fun for me so, as Jeanette Winterson wrote, “you play you win, you play you lose, it’s the playing that counts”.

 

 

 

© 2011 Joanne Pranee McKinlay

Hello world!

The aim of this blog is to keep all you interested cats informed about the development of any game projects that I am working on.

It is a developer blog so will show a lot of work in progress. It is also my first foray into the world of blogging, something I usually steer clear from.

This is all in the interest of fun for me so, as Jeanette Winterson wrote, “you play you win, you play you lose, it’s the playing that counts”.