Archive for March, 2009

Monkey Boom Flash game

Monday, March 23rd, 2009

monkeyboom

Monkey Boom is a quick game I made last week in a couple of hours. The main reason for doing the game was to make a quick algorithm which would z sort a lot of things on screen for another game which I am making with Rob Donkin of Panda Sniper fame. We’ve done a routine to sort on z for the new panda game but it wasn’t very quick so I did a bit of research on optimising the code.

I also had quite a bit of code lying around from Bananageddon for dropping bombs and moving sprites around so I just reused that to get the monkeys walking around and the bomb code. The game is obviously based on Boomshine by Danny Miller, which is a great game, I’m not sure why as there’s not really any skill involved. Monkey Boom is quite a bit more responsive than Boomshine and it’s also scored so that you can play against your friends, for a couple of hours work I was quite pleased with the result, especially the title screen as the monkey is just picking random moves but he definitely seems to be dancing to the music.

Anyway go and have a play of Monkey Boom.

Gears Flash Game

Wednesday, March 11th, 2009

gears_flash_game

Gears finally got released last week, this was a game I was commissioned to to the artwork on in Jan 2008 for Chris Hughes who jointly founded Flash Game License. The basic game play is just connecting a load of cogs together to get them all to work.

It was one of those projects which I never actually thought would see the light of day, the problem with long projects is you cant be subjective about the game and the artwork, initially I reskinned Chris’s temporary artwork which was all vector based so the cogs could be rotated. This looked okay but after 3 months I came back to it and decided it all looked really rubbish and wasn’t really something I wanted to show as my own work. So i suggested we render all the cogs rotating because that way you would get a nice 3d feel, I also suggested using a robot to power the initial cog just to add a bit of interest.This did require a bit of a recode to turn rotation into frame numbers, it was pretty tricky to render as we didn’t have the file size to render a full 360 degrees for each cog so i had to make them loop, which didn’t quite work but its hardly noticeable.

The overall look came out pretty well, it wasn’t entirely what I’d had in mind when we started but judging by the reviews the graphics is one thing which people generally seem to like.

Anyway go and have a play of gears, you can even deign your own levels for your friends to play.

Grand Prix Tycoon

Monday, March 2nd, 2009

Finally Grand Prix Tycoon has been sent on general release. This was a game that I made with my good friend Robbie Woodhead almost a year ago. It’s a fairly ambitious project for a flash game where you have to manage a track racing team over a 15 week season. We had areas for Engineering, where you research new parts, Pit Crew where you train your pit team, the car where you equip car parts, the driver pool with various different drivers with different abilities and cost and finally the pit girls which effect your teams morale.

granprix

The game did take quite a while to make and from start to finish had a 10 week development schedule. Artistically it was quite a challenge as the sheer volume of artwork was pretty heavy, especially as there were 6 teams to choose from so each character/ team member /car had to have 6 different styles of livery. I’m pretty pleased with how it turned out, to get a game out with that amount of content in under 2 megs. That included all those characters and screens as well as animated car sequences, 2 mini games and 15 qualifying courses.

The game since release seems to have had a bit of a mixed reception, it has done really well in terms of plays, however there does seem to be more people who hate it rather than like it. I think there’s a few issues with the general game design. Firstly its probably a little bit too complex, there are quite a lot of screens to take in and some have quite a lot of information, especially the car parts screen which was a bit of a UI nightmare, trying to squeeze 5 different part types and all the associated info. The game is also slightly too repetitive, it basically follows the same pattern each week, tinker with parts, qualify, race, repeat.

The main race screen was a bit of a nightmare as you have to display a race pretty much all text based, we had a big job to try and convey what was actually happening to the user without actually seeing the race, it was meant to be a sim rather than them actually playing each week. It partly works but not quite as well as in racehorse tycoon which was the first game of this type that me and Robbie worked on. Grand Prix is almost hampered by the real-time aspect of updating each lap. We did have a fair bit of trouble trying to balance all the options in the game as there are literally so many variables being plugged into the engine to generate a lap time. The first run of the game we had cars doing lap times almost an hour apart ! Its still not quite right in the final game and you kind of feel slightly detached from the experience.

Overall though, its a highly polished piece of work which is incredibly detailed for a flash game. There’s plenty of things learnt from the game development as well, it started off as a game fairly similar to racehorse but ended up an entirely different game altogether.

Go and Play Gran Prix Tycoon.