Showing posts with label internet. Show all posts
Showing posts with label internet. Show all posts

Friday, September 27, 2013

Chain Jam Afterthoughts

The Copenhagen Game Collective just started a new style of game jam called the Chain Jam. The gimmick of the jam is that everyone makes a very small game for four players, and after a minute the players are funneled into another game, with the scoring staying between games. It's a fun idea, and easy enough to make a game for.

I made a game for it, called Four v. Horde. It's basically Left 4 Dead, but simpler, top-down and made by me in most of a day (instead of a semi-competitive FPS made by Valve over a year). Players try to kill the most zombies without being killed themselves.


While making it, I realized a few things about the Chain Jam concept:

Wednesday, February 27, 2013

Keldian: The Outbound Campaign

   There's a band I'm a big fan of that I'd like to give a shoutout to here. Keldian is a fantastic melodic sci-fi metal group from Norway. They love to make music (and it shows), but with the high quality they consistently put out, albums are expensive to make. They've been working on a new studio for recording, but that cost money, postponing the newest album to make future albums easier and less expensive to produce. So now they're turning to their fans for help. They're doing a crowdfunding project to help get the drums and mastering for the new tracks done as soon as possible, while also making limited edition copies of the CD for backers. I was able to donate, but I'd like to help even more (so I'm spreading the word). If you have the time, please go check them out.

indiegogo - Keldian: OUTBOUND

The Keldian Blogspot - The Outbound Campaign

Thursday, February 7, 2013

Game of the Week, er, Month Club - Freeport

The One Game A Month challenge is going on now. The idea is to make a different game each month. However, I'm a procrastinator, so it quickly turns into me rushing the game in the last week, despite how much I was trying not to.

The game I made in January was Freeport.

A week into the month, I made a prototype:


It wasn't anywhere near what the actual game was going to be, but it let me work out some ideas early on. Unfortunately, it turned out that transferring code from C# to AS3 isn't that easy. AS3 is very similar to JavaScript, and C# is more like Java. It's not quite copy and paste, especially when I wanted to get rid of a few hack-ish things I had done.


Everything eventually made it across, except for one feature: advertising. Originally I had an "advertise" button, where between rounds players could advertise one of the items to increase demand (but for an ever-increasing cost). I dropped it since it would have to either make the interface more cluttered or take the player out of the game between rounds to give them the option. It also wouldn't be easy to use anymore now that you're not all-knowing in the market like you were in the prototype.

Getting it online ended up being the most annoying part. I love the services Mochi provides, but it took them most of a week to get it hosted, although the ads were approved overnight. Fortunately, the One Game a Month people are pretty cool about things (and realize the whole thing is for fun), so they let you upload a month's game a while after the fact.