Showing posts with label check-in. Show all posts
Showing posts with label check-in. Show all posts

Tuesday, September 6, 2016

Another Week, Another Post!

Hello, folks! I realize I'm a day late with this blog post, but this has been a pretty slow week for game dev for me, so I don't have too much to say here. I still gotta keep that once-a-week-at-least streak alive though, so here's some words! Fresh, tasty words.... D:<

Anyway, enough of that. Since the release of my last #1GAM game, Chroma Road, I've been focusing mostly on brainstorming ideas for my next project. I have decided to challenge myself for the remainder of my #1GAM experience and disallow any further "twitch" (reflex-based) games. I have made far too many of these, I realize, and I am becoming a poorer and poorer judge of the difficulty of my own games. As such, all my #1GAM games from this month on will not be reflex-based! Whoopee! :D

As for this month's game in particular, I have a few personal goals. The first is that I want to make another browser-based game. I haven't done this since March with Keyro: Arena Lockdown (which I was roundly unsatisfied with), and, what with the ease of developing for the Flash or HTML5 targets in HaxeFlixel, I have no excuse not to. Being browser-based definitely has an effect on the number of players a game gets (so many more people become engaged when the game automatically loads up for them). Secondly, I hope to find some way to incorporate scalable vector graphics (SVGs) into the game with HaxeFlixel. As best I understand, this could potentially be done with OpenFL, which HaxeFlixel is built upon, but it will take some digging. I have recently become interested in vector art, and the scalability of it seems very enticing, hence my desire to incorporate it into my games. If anyone out there has some info that could help me out (or stop me from barking up the wrong tree, if need be), I would be greatly appreciative :)

My next game will be technically experimental for me, so my intention is to keep it simple. One other thing I want this game to support is local multiplayer. I have a few ideas, and some should be ready for sharing come next week!

That about does it. See you in seven days, or thereabout! :D

Sunday, July 17, 2016

Still Kickin'

Hey all, just checking in to let you all know that I'm still at it. I have been pretty busy with a few things related to game development (namely, learning a new programming language), but all in all not much has changed. This is just gonna be a quick post to let you all know I'm still around :)

I have been making plans lately for the future of my game development endeavors. One thing that I definitely want to do over the course of next year (my first year post-college) is to try and get a game out of commercial quality that I can sell for money. I have actually been developing a GDD, but all details are unfortunately bound for the future. Just have to wait and see what I come up with!

That about does it. One more thing, I finally broke down and got a Facebook page! Here it is! I friend pretty much everybody, but its also completely barren for the time being :)

So long for now! See you all next week!!

Monday, May 16, 2016

Late Again!

Yikes! Two weeks in a row! So sorry everyone, time has just been getting away from me lately :/


Wait wait wait... What time is it?!?!


This is mostly just going to be a check-in post, since there hasn't been any visible progress on Torso Ninja II (though I've accomplished a lot with the music and some behind-the-scenes code, so its not been a completely unproductive week). I'm still in finals-mode, for whatever reason, so its been a challenge for me to devote a lot of time to the game. That excuse is getting old for me, though, so I've dedicated myself to making some real progress this week! Expect a good dev blog! (hopefully definitely on time this time!)

In other news, I've also been fiddling with the idea of doing some tutorials on here. I'm no expert on game design/development (or on much of anything, really) but I have some scattered knowledge that might help out fledgling devs in some specific situations :) I've dabbled in a bit of everything, game-programming-wise, but most of my in-depth knowledge
is centered around python and pygame. I think pygame is still pretty popular, though, so maybe somebody out there can get some use out of what I have to teach :)

That pretty much does it for now. Again, I'll do better about being on time next time. That's a promise!

So long!