Inside Out, Success!

Screen Shot 2013-03-17 at 23.36.29We’ve finally fin­ished Inside Out! We got in almost every­thing we planned, at least in terms of game mechan­ics. The game still needs a lot more fur­ni­ture tiles, and we didn’t get chance to add Adam’s text, which really sets the tone – so we’re hop­ing to fix all that up for a post-​​jam ver­sion soon.

So if you fancy a bit of creepy sur­vival hor­ror, you can down­load Win­dows and Mac ver­sions here: https://dl.dropbox.com/u/1633884/insideout/index.html

Let us know what you think!

Day 6 ends – Dou­ble Rogue is a success!

Sorry for the lack of updates after day 2, but I never felt the game was quite ready to show it out­side IRC with the progress I made in this time. As usual for me, the big por­tion of playa­bil­ity (like real lev­els) comes in the last day. As I began Tues­day, the last day was the sixth day.

Alas! The game is fin­ished, and “CubeRL” is now “Dou­ble Rogue”. It tells the story of a wiz­ard and a bar­bar­ian, stick­ing together because of an annoy­ing spell. It’s a 3D rogue­like, and when I say 3D I mean 3D. See for yourself:

Double Rogue!

There’s still a lot of stuff miss­ing, but now you can (hope­fully) play it through. It even has the Amulet of Yendor.

What the game features:

  • turn­based com­bat, ran­dom­ness, permadeath
  • six lev­els with three dif­fer­ent “dun­geon” types (desert, forest/​meadow, stone)
  • 14 enemy types with dif­fer­ent behav­iors and movement
  • par­ti­cle effects

Stuff I would like to add some time:

  • sounds and music
  • a min­imap
  • bal­anc­ing …
  • sta­tis­tics at death/​winning

You can play the game on Kon­gre­gate! Here are stand­alone ver­sions (not tested) for

Double Rogue Title

Skull­Do­rado – Day 7

device-2013-03-17-095401Suc­cess!

12:00 noon on Sun­day and I’m call­ing it com­plete on Day 7 for Skull­Do­rado.

Yes, it’s 8 hours early, but I’ve been spin­ning my wheels for a lit­tle bit because tragedy struck and I was unable to get the inven­tory work­ing in a sat­is­fac­tory state. So, instead of run­ning myself into the ground today and get­ting frus­trated on top of the fatigue of pro­gram­ming for a week straight (+2 extra days for the NASA-​​Ames pro­gram­ming jam) I decided to crunch in the last miss­ing pieces of the game and make sure that every­thing works. And it does. (Send me bug reports if you come across any!)

device-2013-03-17-110806While research­ing jun­gle ruins you’ve come across men­tion of a glo­ri­ous empire, the capi­tol of which was a mas­sive city of gold. And the only clues to this won­drous place is inscribed into idols shaped as skulls of solid gold, left lit­tered around the ancient tem­ples con­structed by this empire. Mak­ing camp, you set off to dis­cover and bring back these golden idols hop­ing that each one will bring you closer to find­ing the fabled city and wealth unimaginable.

Con­trols are sim­ple, just swipe a direc­tion to move. Tap to wait or to use an item you’ve picked up. You can carry three items, plus the idol if you’ve found it. Return to the camp with an idol to move on to the next set of ruins. Doors can be closed by tapping/​waiting while stand­ing next to them. Help­ful if you’ve just opened into a room pop­u­lated by fast and dan­ger­ous jaguars.

device-2013-03-17-114016Even though I may have not got­ten every­thing I had planned into the game, I feel really proud of hav­ing a full and com­plete game. And I did leaps and bounds over my entry from last year. Two ene­mies and ranged com­bat in gen­eral had to be removed due to the Inven­tory sys­tem not work­ing out in time, and the new map gen­er­a­tion code ended up being too risky of an addi­tion at this stage for the amount of test­ing it would’ve taken. I think those are my biggest regrets.

One con­scious removal after play­ing around with the game is that the mem­ory map fea­ture (not being able to see any space you hadn’t already seen) turned out to be too much of a hin­drance when guess­ing where to go. Skull­Do­rado is dan­ger­ous enough that being able to plan  where you might want to go seemed like a bet­ter play expe­ri­ence then hav­ing to explore out the whole thing. Though, it also makes it a lit­tle harder in that you have to remem­ber where your camp is after you find the idol!

Next year, I’ll have to try and fin­ish all the sys­tems even ear­lier. I have a habit of try­ing to make a game look good before the core sys­tems are fin­ished and while doing that cer­tainly hurt me last year, this year I was bet­ter pre­pared for it, but I still ended up not fully com­plet­ing what I needed to. I cer­tainly had more time than last year, as I planned my team and project specs out much bet­ter, so that’s a positive!

I hope that every­one who tries Skull­Do­rado out enjoys it, and please send me any feed­back, pos­i­tive or neg­a­tive. A help­ful cri­tique last year really pushed me to bet­ter design my con­trol scheme for this year, for instance.

 

Hell­mouth + MEAT ARENA: Day Six & Seven

Day Six was, like Day Four and Day Two before it, a non-​​starter.

Day Seven, on the other hand, was a whirl­wind of activ­ity. Like I men­tioned in my pre­vi­ous post, I knew that my time con­straints would pre­vent me from bring­ing Hell­mouth to the level of detail that I would’ve liked. I tried to focus on fea­tures that would be appeal­ing in a min­i­mal game. Color seemed the most obvi­ous one, so I started my day off with that. Unfor­tu­nately, set­ting up col­ors in curses took way longer than I expected and I then had to scram­ble to make said min­i­mal game actu­ally playable. With about two hours left on the clock, and still miss­ing sev­eral major fea­tures, I decided on the new theme: MEAT ARENA. Con­tinue read­ing

7DRL Suc­cess: A Lit­tle Anx­ious When It’s Dark

I announce suc­cess! I am very proud to present my 7drl, A Lit­tle Anx­ious When It’s Dark. It’s a short trea­sure hunt through five dun­geon lev­els. The gim­mick here is that it’s 3d in a web browser, using WebGL. It might be a bit hard too, I think you need some seri­ous sneak­i­ness and luck to get to the last level. I’ve dis­cussed this fre­quently here before, so with­out fur­ther ado, go to http://​tapio​.github​.com/​a​l​a​wid for more infor­ma­tion and the game itself – playable with­out installing any­thing pro­vided you have mod­ern enough browser and GPU.