Its been a while since I last posted but I need to start getting into the hang of it again. Here is a little treat for all of you. Myself and some others are currently working on a new game called Syleria. It is a Rogue-Lite magic filled game where you and your companion have to make it through 3 floors in order to get to the final boss, the ominous shadow behind all this. That’s enough about the game now. More in future posts. Here is some of our character and companion concepts thanks to one of our artists. You can check more of her art out here @pahirotweets .
Stay tuned if you want to hear more, and in the mean time enjoy the art!
We are finally finished. Now its time for a glorious post-mortem.
As a team throughout the project there were definitely moments of great feats and falls. I think some people more than others towards the start of the project were too afraid to ask for help when they needed it most, and needed to be encouraged. Towards end of Alpha/Start of Beta there was a lot of procrastination whether that would be watching videos or just losing interest for whatever reason in the work they were doing. I did fall guilty to this to. Also people did knot really express their true strengths and weaknesses at the start if the project. I’m assuming this is because they did not want to feel as if they had let the team down in a certain area. This would have been because of nerves also and the little corporate culture that had been formed.
I feel like it wasn’t until one of our members was kicked out for the group until people seemed to get more comfortable. I did feel bad for our programmer having a massive workload since he was the only programmer, although he did awesome with all of it. As a group we should have realized that animations need to be done as soon as possible because they make so much of a difference in the game and they also can come with a lot of bugs and errors as we found out. That was probably our biggest hurdle that we had to get over. Have to spend countless hours on the issue, but at least we finally got the solution in the end. All in all i think as a team we did work well, although some people more than others are very easily distracted.
Initial Release Date: 2nd July 2009
Genre: Platformer, Puzzle Game
Platforms: PS4, PS3, Microsoft Windows, Xbox 360, Wii U, Macintosh Operating Systems, Linux
Trine is the first instalment in the trilogy brought to us by Frozenbyte. Trine is a puzzle platformer game with the option for co-op with up to 3 players. In this game you can change of the fly between 3 characters, a ranger who can grapple, a wizard who can make boxes and a warrior who is good for killing things and blocking projectiles. You have to use all three characters to get through the levels and complete the adventure.
Core Mechanics:
Movement
The movement in the game is quite simple, as it is in most. Given the games camera angle with that being side on, the players have the ability to move left, right and to jump. As mentioned prior the ranger character has the ability to grapple with her grapple hook. She is able to use this to manoeuvre about the level with some restrictions.
Solving Puzzles
Throughout the levels you as the player are faced with puzzles that you have to solve. These puzzles could be as simple as you create a box on a pressure pad to open an entrance, or more complicated. The puzzles don’t really get too complicated, but you will need to use all of the tools you have at your hands to get past them all. Using all characters where need be.
In My Opinion
Trine is a great puzzle platformer that is different to most others, with its unique 3 character mechanic. The personality of the game is awesome, the game still looks great and the puzzles still hold up. Worth a buy.
Game Analysis - The Stanley Parable (Little Spoilers)
Initial Release Date: 17th October 2013
Genre: Interactive Storytelling
Platforms: Microsoft Windows
The Stanley Parable was brought to us by Galactic Cafe and designed by Davey Wreden and William Pugh. It is a marvellous Interactive story game where all you do is walking and listen or not, that’s up to you.
Core Mechanics:
Narrative
The Stanley Parable is a game heavily narrative focus masterpiece of a game where you are ‘directed’ through the whole game by listening to a narrator, or not listening. You play as Stanley, a normal worker with a normal desk job who lives a normal and that’s all you know. No less no more. Have the character be a empty shell like Stanley is lets the player feel less restricted and play the game the way they want with no restrictions.You can follow the given path, or go as far away from that path as you want.
Player Movement
The movement in this game is very simple but it is all this sort of game really needs. As this is a first person controlled game the player is able to walk forwards, backwards, left and right. And No you can’t jump so don’t try.
In My Opinion
This game will always have a place in my heart as one of my all time favourites. The narrative is amazing, the voice acting is amazing and there is little not to love about this game. I highly recommend that this game is worth a play. The general short playthroughs are are enjoyable and with many multiple endings there is plenty of re-playability. So what are you waiting for?
Initial Release Date: 1993
Genre: Shoot ’em up, RTS
Platforms: Amiga, Microsoft Windows, SNES, Sega Genesis, Macintosh operating system, 3DO, MS-DOS, Atari Jaguar
Syndicate is a Top down Shoot ‘em up RTS brought to us by Bullfrog Productions & Oceans Software. The goal of the game is to clear each level, by killing all the targets on that. You do that by managing a team of 4 and upgrading there gear at the start of every level.That all costs money which you get from completing missions.
Core Mechanics:
Movement
Because of the type of game this is (Top Down RTS) The movement is quite simply. You have to select the people by either clicking on them or their portrait or clicking the picture of 4 figures. You then click anywhere within the map and your characters will move there, with exceptions to obstacles.
Combat
The combat has the same selection as the movement, with that being you are able to select each troop or all of them at once and then you click on the weapon you want to use and click on the target. There are various different types of weapons that can be obtained in the game such as UZIs, Pistols and shotguns.
In My Opinion
Although this game has not aged particularly well it is worth the a buy since you can get it reasonably cheap these days. With outdated controls and combat it can feel a little slower at times but still worth it.
Initial Release Date: 16th July 2015
Genre: Puzzle Game
Platforms: Playstation 4, Android, Microsoft Windows
‘Keep Talking and Nobody Explodes’ is Co-op Puzzle solving game brought to us by Steel Crate Games. The main goal of the game is for you and a friend to diffuse the bomb, but there’s a catch. Only one of you can see the bomb and the other can only see the manual. Will you diffuse it in time?
Core Mechanics:
Puzzles
Now in this game with it being a a puzzle game puzzles are going to be a main mechanic. This game has many puzzles which are randomly chosen and put on the bomb, with a random solution needed from the bomb diffusing manual which the other player has. The team has three chances for errors before the bomb will go off and they are also racing against the clock.Once all of the puzzles are completed the bomb is diffused.
Communication
Now you may ask how will we be able to diffuse the bomb if i can’t show the manual to my mate with the bomb and vice versa. Well its easy, you need to communicate with just your words. You have to make sure that you are very descriptive with you language, the person with the bomb especially because after all in this game communication is key and you will not succeed without it.
In My Opinion
Keep Talking and Nobody Explodes is great fun and the later levels and challenging enough to struggle with at times, so just bring a mate along and start diffusing.
Game Analysis - The Beginner’s Guide (Little to No Spoilers)
Initial Release Date: 1st October 2015
Genre: Interactive Storytelling
Platforms: Microsoft Windows, Linux, macOS
The Beginners Guide is an Interactive Storytelling game brought to us by Everything Unlimited Ltd, the minds behind The Stanley Parable. It is very similar in game play, in not identical, yet the mood and the story is completely different as you would expect. In this game you go through a game designers work named Coda, narrated by Davey Wreden and try to figure out what happened, and how Coda feels. Its as simple as that, or is it?
Core Mechanics:
Narrative
As this is a interactive storytelling game you would expect it to be very narrative heavy, as it is. The story leads the player through each ‘game’ that Coda has made, theorizing what Coda was going through/feeling when he made it as you do the same thing in your head. With twists and turns in the there is no boring moment.
Player Movement
There isn't really much to say about player movement in a game like this. It simply consists of the player being able to move in four directions, forwards, backwards, left and right. That’s really all there is to it.
In My Opinion:
So far in 2017 this is by far my favourite game I have play this year. Its refreshing to play a indie story game that solely story and nothing else. I absolutely 100% recommend this game for a play-through with a decent length for price.
Initial Release Date: 2012
Genre: Platformer
Platform: Android, iOS, Microsoft Windows
Pretentious game is a very simple and short platformer brought to us by Keybol. It isn't just a normal platformer though. It is a satirical take on one. The main object is to make your blue square touch the pink square somewhere on the map while avoiding obstacles. The way the player is to get through the levels is by reading the poetic hints on each of the levels, usually hinting to a mechanic that had been adding for that level. For example in one of the levels you have the ability to literally drag the player with your mouse to the other side of the level.
Core Mechanics:
Player Movement
As the genre is it being a platformer one of the main mechanics is the player movement. In this game primarily there is a WAD control layout with the player being able to jump up and move left and right. In some of the levels when a mechanic is add sometimes that mechanic has something to do with the movement, for example in one of the levels the player is able to fly across the map. That fly mechanic would only be in that one level though.
Writing
The other main mechanic in the game is the poetic writing placed on each of the levels, with its meaning meant to be to lead the player through each level by hinting at how to do so.
In My Opinion:
In my opinion this is clever game is definitely worth a play, and there is not really an excuse not to as it is completely free and playtime is about 5-10 mins. A fun, tricky at times, rewarding platform!
Initial Release Date: 14 November 2014
Genre: Survival/Management
Platforms: Android, PlayStation 4, Xbox One, iOS, Microsoft Windows, Linux, Macintosh operating systems
This War of Mine is Survival/Management game by 11 Bit Studios where you are to survive through the after-effects of war. You are set out with 3 people randomly chosen and have to set up a home, defend it and go out scavenging for supplies each night, however there is a catch. When scavenging the characters only have a limited amount of space which they can hold items with. This means if you bring weapons or armour for protection that takes up inventory spots. See how long you can survive.
Core Mechanics:
Scavenging
As mentioned above at the end of everyday you have the choice to go out scavenging. You have to choose one person who you want to bring out. The way you would go about choosing is taking the least injured or least tired person out, with the move inventory slots available. You then have to decide when scavenging out of all the supplies to take back, and on the next night if its worth going back to get the other supplies or not.
Character Personality
At the start of the game you are given 3 random characters that you are to take care off. All of these characters have there own personality, the way they will act in certain situations and their possible addictions.
Choice
Choice is a very prevalent thing in this game. Throughout your days random people will pop up at your door. You can choose to help their situation or turn them away and risk you characters becoming depressed. Traders may also turn up at your door. Choice is also in some of the aforementioned mechanics.
In My Opinion:
All in all in my opinion This War of Mine although a depressing game, it is an amazing one. The story masterfully crafted and the fact that you somewhat feel what you characters feel is an amazing feat in game design. Definitely worth a play!
As we are getting closer and closer to the end of the development everything is getting more polished. Here is a peak of one of the things. This is our main menu done by David Zhang, one of our artists. Stay tuned for more soon!
Now that we are in alpha its exciting to see this slowly come together. We have one of our character models nearly done and some alpha texturing for the floor and walls.
Model by Artist Errol Chopra
Here is some of the modular floor and wall designs/models
Color Blindness in Character Design - Where’s the Science?
When making characters and choosing color palettes for them you know how they look to people with different variants of color blindness. You have to make sure that they are clear and if the player have one type of color blindness they would be able to tell the difference between characters. I think all in all we did a pretty decent job with the simple red vs blue colors.
We’re finally at the end of Pre-Production, and even though we only have just started Alpha its really exciting to see things bit by bit go into the project and make this project into a game! Whether is a simple script or a small bit of art
In our game, Where’s the Science? there will be two teams of two. They will both consist of a Mad Scientist and an Assistant. We have some awesome concepts for the character. Here they are! Props to one of our artists Errol Chopra
Its finally here! The massive end of year project. For this we were assigned either Producer or Designer and put in a group with 2 Programmers and 3 artists. I was assigned Producer and am loving it. We are called Marshmello Mayhem So far we have idea, our GDD done and much more. Our idea is...
... a different take on games like Fat Princess and Happy Wars. It is a 2 v 2 orthographic-view capture the flag game where you are to protect yours by building traps and walls around it, building a fort essentially with a science theme. It’s called Where’s the science? I am looking forward to seeing how this will go. Will keep you all updated!