The main concept is that the player’s actions effect the movement of the blocks to be avoided. This in essence makes the player their own worst enemy. I was experimenting around with nested spring feedback systems and this concept of player as AI when I stumbled upon a fun and playable prototype that went on to become this game.
I spent about 7 days developing the version I submitted to the Experimental Gameplay Project website and then I worked for a bit longer polishing it up to get it ready to seek sponsorship. I’m happy to report that Armor Games picked up the primary sponsorship on it and Contentric officially launched yesterday!
It was great to work with Dan from Armor Games and I definitely recommend them to any other flash developers out there who are looking for a good sponsor.
I’m really quite happy with how this game came together. I was able to get a ton of playtesting feedback early on which really helped me perfect the gameplay to where I wanted it. I also got to write the music for the game which people seem to be enjoying as well so that is always a treat.
Here is a gameplay trailer I put together with some rough edits that show me getting a little over 13,000 points.
As usual I welcome any feedback positive or negative and would love to hear from you.
Jeremy has been teaching a Writing course at Boston University on the topic of “Playing Games: How Video Games Work and What They Mean.”
In his discussions with the students about the concept of historical analysis: analyzing video games based on how they “fit” into the context of a developing timeline of games, he had a chance to create an initial list of about 40 games.
This list was then passed around between our friends and associates as well as being shared with his two classes of about forty students total. Jeremy encouraged his students to confront and challenge the games on this list as well as suggest ones they felt should be included. They even got to write persuasive papers as an assignment to get a game included on the list. If the argument was convincing enough they even received some extra credit for making the list.
Jeremy and I discussed some of the more convincing papers and kicked our thoughts back and forth on what made these games historically significant. It was a lot of fun and very interesting to get to consider where videos games have come from (with Spacewar in 1961) up through to the present day. It was a challenge to pick games not for being good or popular necessarily but for their historical significance.
This is a little demo I made this morning as a way to get a viewport concept working for the latest game I am developing. I’ve done a few viewport type projects in other languages but had not implemented one in Flash AS3 yet.
This demo creates 300 random balls and sets them in motion inside the world. The world’s dimensions are four times larger than the viewport above.
You can click in the window above and use the arrow keys to move the viewport around the world. The source files for this tutorial are available at the end of the article.
I like to use concept art as an alternative way to think up game design ideas. Here is a quick illustration I came up with today for a game I am creating.
I have done a few illustrations for this game working through various game mechanics, styles, and ideas.
This is a useful creative tool for me to rapidly try out different concepts and see what they might look like before I even write a single line of code or start creating any game assets.
Creating concept art becomes a way I can immerse myself in the world and atmosphere of the game ahead of time because as I am drawing these illustrations I am imagining the various aspects of the gameplay occurring. This can even include me making hand gestures and sound effects without me realizing it as I try out the game in my mind’s eye. As embarrassing as that might sound for some people it has been something I’ve done unashamedly since I first started drawing as a child. It makes the experience that much more involved and creatively useful for me.
It is amazing how much time this kind of work can eat up and I tend to get a little frustrated wondering when I might be able to do some actual game development again!
I believe this type of infrastructure and organizational work is necessary though for a small independent game studio to succeed in the long run. After reading great indie marketing articles like The Zero Budget Indie Marketing Guide and Wolfire’s PR Tips I got inspired to spend some of my valuable time making progress on these fronts.
I’ve learned a good bit over the past two weeks as I’ve started using both YouTube and Twitter for the first time. (Yeah I know I’m a bit late to the party but at least I’m here now!) I’ve finally setup a Facebook page for the studio as well.
I wanted to share some of my experiences and thoughts so far on the various tools I’ve begun exploring to help increase the studio’s marketing reach and fan base. I’ve been carefully watching what other studios I admire are doing and what tools they are using and in what ways.