Archive for May, 2009

Heavy Weapons

Thursday, May 28th, 2009

heavyweapons

The latest game I finished is heavy weapons the 7th game made in conjunction with Longanimals. Its basically an unofficial sequel of Aliens must die the first game we made together almost exactly a year ago. Aliens must die technically was great and looked pretty cool but it did have a lot of game play flaws. For heavy weapons the main theme/idea was always intended to be lots of cool weaponry, basically all special weapons.

Initially i struggled to come up with a style for the game, i always wanted the game to look like the concept art from the star wars films but with sprites as small as they are it just didn’t lend itself to the detail involved. I eventually more by accident ended up doing flat shaded rendering as it seemed to look a lot more 3d than properly rendered art, it somehow shows off the lighting better. With smaller ships we could also have more frames for the spinning which further increases the 3d look. For the rendering I opted for swift 3d mainly because it exports as vectors so we could easily scale the ships in game. I was really pleased with the outcome, it one of the nicest games visually I’ve worked on, helped by the superb rendering engine jules has. I also really enjoyed coming up with the mish mash of enemy craft, obviously “inspired” by other games/films.

The game has been up on kongregate a few days now and is presently the weekly best, surprisingly the players guide was also in the weekly top five. The players guide is basically what you used to get in the old crash and zap magazines from my childhood, i used to love reading those, this one was mainy inspired by one i read from xenon 2 : megablast (still one of my favourite shooters).

Heavy Weapons has also had the honour of a jayisgames review, which was cool as they only review the best games. The reviewer was quite fair but I’m not entirely sure that he “got ” the game. For once we decided we’d make a game which we wanted to play, yes its hard in places, yes you can’t easily retrace your steps, its not a “casual game” its not meant for 5 minutes of play.

Here’s a review from kongregate that sums up what we were after:-

this is the story of my today… I woke up realising my brother had already gone to his mate’s house when i went downstairs…i watched t.v for a bit but got bored i got lunch then i was so bored i was considering suicide then i found this game and i havent stopped playin considering i started at 12 and at the time of this post it is*one sec let me check*…2:30… This game deserves badges more than anything on here!!!!

Its also really interesting to read the comments where all of them have different opinions on what weapons work best for which levels. You do get a sense on kong that the overall feelings are negative reading the comments but then its rated game of the week so an awful lot of people must really like it. It’s nice when you make a game with no compromises and people do actually like it.

Thanks to mark of ace shooting games for feedback during production.

Turnz - Flash puzzle game

Tuesday, May 19th, 2009

turnz

Turnz is the latest game I’ve worked on, its a really neat original puzzle game. The idea is you have to get the blobs (the purple guys) to the exit (the chequered flag) by simply turning the board to rotate them. It was an unusal game for me to work on as Ruben the developer came to me with a completely finished game which basically just needed reskinning as it was just block artwork. Some games in that form its really hard to tell if the game is any good but it imediately hooked me, it had a few simple gameplay ideas which work well for a successful flash game.

Firstly the gameplay is very quick to pick up, there are very limited controls. Its very clear from an early stage what the game play involves. It also introduces more complex gameplay gradually and finally it is a challenge to play but not too hard.

The main messing around during the reskin was to sort out the user levels part. Rueben had done a rather nifty level editor which allowed players to create their own levels but there was no way of storing them. So I had to knock up a database to allow us to capture the levels created. This was good to have as it meant that we could include user levels in the game and also it give the users another link to play with as we hoped they’d start adding links to their levels on forums etc.

From the initial release its been pretty positive, it performed well on newgrounds and has been played quite a lot in the first week, we also have had over 2000 user levels generated which we plan to release a pack on the best ones later this month.

Go and have a play of Turnz.

Sniper: Year One

Tuesday, May 5th, 2009

sniper year one

Well been a while since an update, Sniper year one was released last month and on first months figures has had the most plays in a single month of any of my games. Its topped out at 3.2 million plays in a month which was pretty amazing as that’s an average of about 100k a day. It went down pretty well on most portals picking up a daily award on newgrounds. It was quite surprising as its not really a game with a huge amount of replay value and its not really that “casual”. The basic idea came about as I’d was commissioned to do an animation for a BBC project about 3 years ago which featured silhouette artwork animation using swift 3d. I was never that great at character animation so I employed my good friend and University room mate Stu Hogton to do the character animation while I did the background animation and artwork.

I’d always had the thought of making a game in that style but at that stage I wasn’t proficient at programming in flash. I had a bit of a break in my schedule around Xmas and started a bit of a mock-up of a sniper game. All the sniper games out apart from one or two are all stickman based and generally look bloody awful. The idea on this as it was the first in the series was to create a sniper engine, the game its self wasn’t intended to be too original I needed to create a framework for making missions which was quick to put together and it did succeed on this front. A lot of the critique was about the fact that its “nothing really new”, it was never intended to be original, as a rule of thumb people complain about generic games but it doesn’t stop them playing them.

Stu again helped out with all the character animation and did a cracking job, the final game really looks a cut above any of the other sniper games out there. Now that we have a solid framework in place its time to start developing on the originality, also get a slightly more involved story down for sniper year 2. But that wont be for a few months I suspect….

Oh and I have no idea who that girl is on the title page, she is not my wife !