It Did Not end Well: Day 7
Something you probably shouldn’t do in these short game jams is decide on the last day to move your setting forward from 20’s cthulu-isms to 80’s horror. So yeah, IDNEW didn’t make it- and while it’s entirely playable, the game is horrifically unbalanced and missing features.
Anyway, here it is:
I’m off to do one of two things.
IT DID NOT END WELL: DAY FIVE
I am now painfully aware that I have less roughly 44 hours left to “finish” IDNEW, and as I’m intending to use as much of the last day as possible for polish, bug fixing, and other fluff, this means that day six is the last day to add features ( multi-hp beast enemies for one thing).
As of the end of day five, IDNEW has:
- male and female player options.
- some keyboard controls.
- some sound effects.
- better enemy placement.
- new cultist types: fanatics and possessed.
Possessed are multi-hp enemies that need to have the player’s damage exceed their hp in one attack in order for them to be killed (For example: 3 damage will kill 3 Zombified Cultists, but only 1 Possessed Cultist).
Fanatics have the same stats as Zombified Cultists, except their knives give them an extra point of damage on each attack.
- items that are dropped can be recovered from the floor.
- skill crystals that drop from fallen enemies. These can be spent on the skills page to increase stats.
-up and down buttons for the inventory (Good luck not dying before you need to use them).
- critical hit chances.
It still a bit of mess, but here it is:
Keys 1-6 can be use to open and close the main options menu.
WASD can be used to move to another room.
IT DID NOT END WELL: DAY 4
One thing that I’ve definitely learned for future game jams is that having basic UI code ready beforehand is going to save you a lot of time. A bit too much Planetside 2 aside, the bulk of the last two days has been lost to working on the inventory and other menus. All basic stuff, but all of it utterly essential and necessary for me to move on to the good stuff. IDNEW now has:
- equipping, dropping, using of items (for those that work).
- a player stats page.
- searchable chests.
- less ridiculous enemy numbers.
- healing items.
- other things i have forgotten
The other thing I’m coming to realise is that agonizing over balancing this early on is pointless. It doesn’t matter if the shotgun looks overpowered, just give it some rough numbers and throw it out for testing.
Speaking of which, the latest version can be found here. If you’ve got a spare few minutes, please give it a go:
IT DID NOT END WELL: DAY ONE
It Did Not End Well is planned as a simple roguelike about exploring an infinite mansion filled with mad cultists and beasts. Seven days is not a lot of time, and a couple of key features were born from the need to make something that I can code up quickly. These are:
Movement is from room to room, with each room being a seperate instance. I only have to worry about generating a dozen tiles per level, rather than scores, and there’s no enemy pathfinding needed at all (thank christ).
The combat system is adapted from the recent Fighting Fantasy book, Blood of the Zombies. A group of X enemies appear, the player attacks and rolls Y damage, Y enemies are killed, and each remaining enemy does Z damage to the player. Fast, simple, and it cuts out the need to code to hit rolls, damage resistances, and many of the other combat trappings of a standard roguelike. I do plan to add dodge chances, multi-hp enemies, and maybe a few other things.
So far IDNEW has:
- random level generation.
- movement from room to room.
- basic combat.
- exiting the current level loads a new level.
- event messenger.
All of these features are in the version below, which puts me half a day ahead of schedule. Hurrah!
Note: Interacting with the menus is just done with the mouse at the moment.
DCMG Update: March 2013 Edition
What has DCMG been doing for the last four months?
- Game 2 is now called One Step Behind. It’s another point and click where I take a shot at doing a short pulp noir story. OSB is 99% finished, but…
-With the music being the last thing to do, of course a key piece of recording equipment had to die and leave the game in limbo (until literally an hour ago when I found a simple workaround I’d stupidly neglected to try).
- Toying with a prototype for a cyberpunk dungeon crawler that might be Game 3, but …
- That’s all on hold while I take part in the Seven Day Roguelike Challenge. Exciting!
Somewhere in England: Linkdump.
In the weeks since SIE was released it has been:
-put up on Armor Games.
-written about on IndieGames.com and Edge-Online.
-the subject of half a dozen or so “Let’s Play”/walkthrough videos on youtube, such as this one. Watching these it became apparent just how much clicking is needed to interact with the environment- something I’ll be cracking down on in the next game.
-re-imagined in lego, which is just bizarre and wonderful.
Wot I learned: Somewhere in England Edition
About time I wrote something about this.
Somewhere in England came fourth in the CGDC 10 and scooped up the prize for being the third best flash game, which is just amazing.
And I’ve now sort of gotten past the standard post-finishing-I-hate-everything-about-it phase to write something a bit more objective about the whole thing (and besides, for my first properly released game, it’s more about what I learnt from making it than how good the game itself was).
Things wot I learned:
1) Finishing is good!
Actually getting something finished is something I’ve struggled with for the last two years of mucking around with flash, and it feels great to not only get something done, but it’s also cleared out an idea that’s been taking up space in my head for far too long. It also means I can move on and think about something new, which is as exciting and daunting as it should be.
2) I need to make time for playtesting.
Being the king of procrastination that I am, the bulk of the work on Somewhere in England was done in the last couple of weeks before the deadline, which was unhelpful- as when you’re in that last-minute blinkers-on crunch to get it done, things like polishing and playtesting go right out the window. This shows in the most common complaints being about the UI and the amount of clicking needed to get things done (which only became apparent to me from watching youtube playthroughs of the game), all of which could have been fixed if I’d thrown out a more complete version for playtesting beforehand (as it was the only testing that wasn’t done by me involved one other person briefly playing a mockup of the red room). Even a few days of time to gather feedback and make adjustments would have made for a much better game than what I ended up releasing.
The heartening thing to take away from this is that, despite not being completely satisfied with how it turned out, I’m proud to have finished something, and even happier knowing that I’m capable of making something a lot better, as long as I don’t leave it to the last minute.
Now on to Game 2.
A couple of early tests and a recent screenshot.
This is Xeno-Biff.
This is a thing now.