So due to schoolwork and other commitments, I can't keep up the one game a week challenge. If there's still interest, I'll post the Choose Your Own Adventure style game. No pitchforks, please.
Tuesday, March 18, 2014
Sunday, March 16, 2014
Clarification
Just to clarify this week's "game"-
It won't have very much "gameplay." It's intended as a sort of Dear-Esther like text adventure. Because this is my first time attempting anything like this, don't get your hopes up for something quality this week. I promise next week I'll deliver on a game that both works and is fun, but there's no time to change course in the 2 days I have left.
It won't have very much "gameplay." It's intended as a sort of Dear-Esther like text adventure. Because this is my first time attempting anything like this, don't get your hopes up for something quality this week. I promise next week I'll deliver on a game that both works and is fun, but there's no time to change course in the 2 days I have left.
Friday, March 14, 2014
New Posting Schedule
I'll still be posting at the beginning and end of every challenge, and occasionally have a screenshot day in the middle, but I won't be posting much in between. If I do, it will be a tutorial and not an update on the game. Mostly this is because of the majority of my posts being "I did some stuff." or "I didn't do anything."
Thursday, March 13, 2014
Day 2: The Screenshots!
I've finished my code for the framework of the game; now it's on to writing the script.
I've started writing a little, as you can see:
There's obviously more, but I'd hate to spoil it on Day 2!
I've started writing a little, as you can see:
There's obviously more, but I'd hate to spoil it on Day 2!
Tuesday, March 11, 2014
The Second Challenge Has Begun!
Well, the first challenge was kind of a flop. My game was buggy and incomplete, and Harrison had prior commitments. So I'm trying something completely different:
A Choose-Your-Own-Adventure-style text game! Yay!
I'm doing it in C#, and at the end of the week I'll be posting the source and the executable file.
Right now, I'm still working on the framework of the game. Every day I'll be posting screenshots of the source and, if the game can run, the game in the console interface. So nothing much today, just an announcement of future plans. No pitchforks, please!
A Choose-Your-Own-Adventure-style text game! Yay!
I'm doing it in C#, and at the end of the week I'll be posting the source and the executable file.
Right now, I'm still working on the framework of the game. Every day I'll be posting screenshots of the source and, if the game can run, the game in the console interface. So nothing much today, just an announcement of future plans. No pitchforks, please!
Monday, March 10, 2014
Day 7: Fulfillment
Finally! I did it! I have made a game in a single week. Press F1 at any point to bring up the help menu at any time, because I didn't have time to tutorialize the mechanics. If you want the Game Maker 8.1 source, please ask in comments. Here's the link to the game.
There are a few issues, like bugs that cause the game to crash, but it's mostly playable. No pitchforks, please!
There are a few issues, like bugs that cause the game to crash, but it's mostly playable. No pitchforks, please!
Saturday, March 8, 2014
Day 6: "And Then There Was Sound"
I've finally added sound effects to the game, and it's pretty great. They've enhanced the entire thing. Day 7 will be Monday, instead of tomorrow; I cannot work at all tomorrow.
Another One Bites the Dust
Well, that's an inappropriate title, considering I'm the first to bite the dust. (It's a Queen reference, though, so it's all good.)
Anyway, as you've probably guessed, I just can't do this. I haven't done any work in the past 3 days, and I usually totally yield my Sundays to homework, so today's like my only opportunity to do any significant amount work on this game... and it's just impossible. I'm really sorry, but I've got to give up the challenge. Hopefully, I'll be back again, sometime.
Anyway, as you've probably guessed, I just can't do this. I haven't done any work in the past 3 days, and I usually totally yield my Sundays to homework, so today's like my only opportunity to do any significant amount work on this game... and it's just impossible. I'm really sorry, but I've got to give up the challenge. Hopefully, I'll be back again, sometime.
Friday, March 7, 2014
Day 5: Oh Yeah
So I've finally been able to get the various GUI elements together, I added images for all the objects I have so far, I have 2 different enemy types, and I have 5 types of blocks.
I've experimented with various methods, but I haven't been able to craft together anything animated, so you'll just have to wait until the final game. No pitchforks, please!
I've experimented with various methods, but I haven't been able to craft together anything animated, so you'll just have to wait until the final game. No pitchforks, please!
Day 4: Sloth
<sarcasm> Well, I accomplished so much! I... I... I added a new block type! Yeah! One new block type in just 24 hours. That's insane! Look at how productive I am! </sarcasm>
(On a side note, it appears HTML no longer supports the sarcasm tag.)
So, I got nothing done. I'm in the same boat as Harrison going into Day 5, so hopefully over the weekend we both experience giant bursts of productivity. No pitchforks, please.
So, I got nothing done. I'm in the same boat as Harrison going into Day 5, so hopefully over the weekend we both experience giant bursts of productivity. No pitchforks, please.
Thursday, March 6, 2014
Days Three and Four: ...Absolutely Nothing!
Sorry guys, I've been absolutely, positively swamped with schoolwork lately. Biology homework and that research notebook did a huge number on my productivity, and I haven't had time to sit down and get to work. Tomorrow, though, I'll be back in action. Don't worry - I will finish this game! I hope.
Wednesday, March 5, 2014
Day 3: It's hideous!
Ah god, it's hideous! HIDEOUS!
Some quick notes-
The 60 indicates 60 Frames Per Second, which thankfully my game runs at.
The main character you see there is an edit of the Spelunky character sprite.
So, that's the first screenshot. I know it's awful, but I did all the non-character sprites by hand.
Good? Bad? Awful? Please no pitchforks, and thanks for reading.
Tuesday, March 4, 2014
Day Two: Crawling
So on my first try today, Game Maker decided to not work. It wouldn't run my game. After reinstalling and hunting down my old license key, I finally got it up and running again, with not a whole lot of progress. I've got the turrets physically in the game, but they don't quite do anything yet. Again, no screenshots- they're coming, someday, I hope. I'm a bit worried, but I also know I'm saving the brunt of the work for the weekend, so the minor incremental progress isn't a major setback. You've gotta crawl before you can run, right?
Ryan's Day 2: Abject Failure
Well, no screenshots today. I'm working still on my gameplay, because I encountered crippling game-breaking bugs. I've made almost no progress, though I should have screenshots tomorrow. I swear. (Mostly.) No pitchforks, please.
Monday, March 3, 2014
Day One: Denial
So I have to do this. No backing out now.
Anyway, I don't quite have any lovely screenshots of my game yet, because, well, there's just about nothing there. I've got a moving player and that's about it. My game is going to be a top down shooter with a twist - instead of actively engaging the enemies, you're going to build turrets to do it for you. I'm planning on there being five types of turrets, and you'll have to deploy and manage them strategically in order to win. Hopefully, this will add a tactics-style element to a basic run-and-gun type of game.
Anyway, I don't quite have any lovely screenshots of my game yet, because, well, there's just about nothing there. I've got a moving player and that's about it. My game is going to be a top down shooter with a twist - instead of actively engaging the enemies, you're going to build turrets to do it for you. I'm planning on there being five types of turrets, and you'll have to deploy and manage them strategically in order to win. Hopefully, this will add a tactics-style element to a basic run-and-gun type of game.
Ryan's Platformer Puzzle: Day One
Sorry that I have no screenshots for today, but I haven't gotten around to the spritework and most of what I've accomplished doesn't really make sense unless I explain what all the rainbow-colored blocks mean. So in leiu of that, I'm going to explain the design of the game.
The game plays like a platformer mixed with a casual puzzler. Blocks of varying properties fall from the top of the screen and you have to make a path to the exit that you can platform across. Enemies will try to kill you, and your only defense is to use the blocks to your advantage. Destroy them with a bomb, stab them with spikes, crush them with stone, or do something creative. The levels are mostly going to be open-ended, and you can play carefully by making a path then platformer or go for a speedrunning tactic and try to get across as you build in front of your character. I'll have screenshots and spritework tomorrow. Hopefully.
Sunday, March 2, 2014
Two Games, Two Programmers, One Week
We're starting our first "Game a Week" challenge! It'll just be me and Harrison, and we'll both post daily updates. Stay tuned and check the site daily or subscribe with RSS to stay updated and see the final games. Just a warning: these games will be incredibly unpolished, because they are made in a week. I'll be surprised if they're even really playable by the end!
The First Challenge has begun!
It is now midnight of March 2 (or 12:01 March 3, but you get the idea) so that means the competition has actually begun! Harrison and I will have to post our finished games on March 9th before midnight. We'll be posting our Day 1 updates some time Monday, so watch out for those!
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