I am still working on my actual game Pilota - in my own relaxed pace, of course:) I spend as much time with it as I can afford, and things go well. This is what happened in the last four months:
First I made an algorithm for creating worlds. I want my game world to be kinda random, partly because it is fun, but mostly because it saves a lot of time as I won't have to spend days/weeks putting tiles by tiles.
After this I worked on the vehicle movement: planes, helicopters, and cars too.
Then I spent quite some time creating my planes and the tileset. Previously I started to work on the graphics only when the game was in an almost playable phase. This time though I wanted to see it sooner how the game would work with a little bit more detailed graphics (that is: not cubes and dots:). I also decided that for the plane animations I would use the technique I tried in my previous game Happy Jets of Water: I turn rendered 3D images into animated sprites.
There's still a lot of things to do, but this game will be great:)
In July 2012 I started to work on my third game called Pilota. As the title suggests, it is an aviation-themed game, with a top-down 2d perspective.
As with my previous games, the gameplay is rather peaceful. It is an action game, but not a shooter! Some other features in keywords:
-random open world,
-large variety of missions and vehicles.
The game will be released in spring 2013!
Well, my second game finally has a title - Happy Jets of Water - and will be released really soon, hopefully on June 1, 2012. I have made a gameplay video with the title track of the game. I hope you'll like it:)
As you can see, the game is almost finished. I am looking for bugs and performance issues, plus I am testing the gameplay. If things go well, I'll be able to upload the game in time!
Games using voxels look so cool, and they are trendy as well. I also use 3d cubes to build my next game, but to be honest, the trendiness of voxel-based graphics is a disadvantage for me. Who wants a 100th voxel-ish game?
But of course, there is an advantage, too. Besides its sweet chunkiness (which I really like, actually), the reason I chose cubes is not simply aesthetic, but a lot more practical. Cubes allow me to use a fake 3d view. The game is in 2d, it is sprite based, but the sprites are built in 3d and then rendered to 2d. Since the game is an isometric game with a 360 degrees movement, this means a lot of sprites. I cannot rotate sprites with external softwares, I need different images for all directions. With 3d cubes, I can easily make smooth rotation without drawing hundreds of sprites. Also, I am not a pro pixel artist, and it takes a lot of time for me to design and draw stuff. 3d simply saves time.
So the main thing is: voxels look great, but also they're very effective for me. I have no problem with hand-drawn things, though; I also have game ideas where I might be using my scanned drawings - but this time, the help of 3d is more important. And I think the game will look cool, too:)
This is what my next game is about: arena battles with water guns! There will be kids playing, hiding, running and shooting in different environments.
There will also be a little bit of story included in the gameplay, but the most important element is to create short custom battles and have fun running around on the maps!
Actually, his theme has followed me for many years; I started to make it in Flash back then, and now it will be finished in GML.
I made a picture of a character (you can find it below) to give you an idea what the game is going to look like. I built a prototype out of LEGO blocks and then remade it in Cube Kingdom. Yes, it's deliberately simple and lo-fi (again), that's the way I like it!
Yes, as the title says, my next game is going to be an isometric arena shooter. No final title or screenshots yet, sorry about that... They are coming soon!
I have been working on the game for three months now, and the gameplay looks stable. It will be something like this:
-one or two players mode (versus or coop), battles against bots,
-four different battle types,
-lots of unlockable characters, weapons and maps,
-non-aggressive gameplay, no blood 0r death...
The last feature will be explained in my following post:)
I am working on the characters and graphics now, I use Cube Kingdom and Metasequoia to build the world, great tools they are!
My first game Ragmeg Alleycat was released four months ago, and before posting any new info about my upcoming second title, I think it may be interesting to recap all the ideas and experiences I had during the development.
About the main idea: the inspirational source for the game is Uberleben. Its simple gameplay - dodging stuff - is surprisingly entertaining. What I did was I mixed this game mechanic with the bike messenger theme.
Gameplay: I tried to give some freedom to the player by allowing them to increase the score in many ways. I also had an idea of a user-defined difficulty level: the player cannot directly change the difficulty but they have the possibility to use safer zones if things go out of their control.
Pixelated visuals: I went for lo-fi, for many reasons. I like pixelart; the simplicity fits the gameplay; it was easy to draw and it allowed me to focus on gameplay. Pixelated images are also cool because your mind "fills" them out so that you see detailed images instead of 8x8 grids of jumbo pixels:)
Sound: I used free sound samples for street ambience (links in the readme) and my own songs for background music. I couldn't use sound file compressions (GM8 Lite limitation), this increased my game size a lot.
Tools: I had Game Maker 8 Lite, it was a great help for my messy GML code. I used Audacity for sound editing, Gimp for drawing stuff and IrfanView for image conversions. I like GM's built-in sprite editor too!