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.

Advertisements

Nagademo – Halfway Point: A change of Plans…

So I now find myself at the half way point …

of the Nagademo 2012 event.  Due to lack of time (work) and me being unwell, I haven’t done anywhere as much work as I would have liked on my Whirly Whirly Game Concept.  I have decided to re-assess my situation and am now changing the nature of my project.

I really like my concept for Whirly Whirly and feel that I can not give it the time or justice that it deserves so am shelving it for a later date.

The new project is a collaboration with local New Zealand Musicians, Von Thundersvolt.  We spoke a few months ago, while sloshed at a party, about creating a retro inspired game to promote their band.  They wanted a tribute to Space Invaders, but with lightning bolts!

Official Cover Art from the recently released Von Thundersvolt Demo, available for free on the link below.

Official Cover Art from the recently released Von Thundersvolt Demo, available for free on the link below.

Details are still being worked out but in summary:

  • A free to play casual game available on a web based browser and also as a stand alone download for Pc & Mac.
  • 2D Space Shooter inspired by classic 80’s games such as Space Invaders and Galaga.
  • Built with the Unity 3D Engine.
  • Playing Character is a simplified representation of the band, Von Thundersvolt, aboard a floating vehicle.
  • Enemies are Corporate Tycoons who are trying to suck away the band’s creativity & convert it into cold hard cash.
  • Possible “Bosses” for end levels include:
    •  Event Managers who throw sexy  women, booze & drugs at them to distract & destroy them.
    • Reporters hitting them with reports of public scandals
    • Crappy Boy bands, etc…

 

  • The band defend themselves by destroying the enemy with lightning bolts.
  • Game incorporates the band’s music & hopefully, a lot of cheesy humour for the player’s enjoyment.
  • more details to come…
I’ve started working on a basic prototype today so will keep you posted on the game’s progress so stay tuned.  My apologies for not posting an update sooner.

For more information about the musicians I am collaborating with to create this game…

https://www.facebook.com/VonThundersvolt

for a free download of some of their awesome songs:

http://vonthundersvoltzzz.bandcamp.com/track/beyond-space

http://vonthundersvoltzzz.bandcamp.com/album/demo

© 2012 Joanne Pranee McKinlay

© 2012 Von Thundersvolt

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.