Saturday, December 29, 2012

Does this count as a Screenshot Saturday?

So first, I decided to update my sprite-avatar. I know, big news like this and I'm not making a full press release, what's wrong with me, but I figured it was time for a semi-fresh start to it. The old one was too much of just a Megaman Recolor, and honestly I didn't see myself in him. The current one is essentially similar in design, but more reflects my build and haircut I think, been a little while since I've done sprite-work, but I think it came out alright as a base.

The other thing I wanted to do was a quick character sketch, based roughly on the bodily proportions of the sprite character, and try and do a bit of work with a walk-cycle. Been a while since I drew, too, but I think it looks alright for a quick 'n dirty thing. Drawn in dry erase marker on a foldable noteboard my brother got me for christmas. Not sure if I'll do anything with him yet, could work for a point and click adventure I think, which I can do easily enough, but don't really know what I want to do with if I did. Have an idea I've been kicking around for something in a comic book-ish sort of world, but I feel that to do that properly would require better art than I'm capable of, and last time I tried I ended up sort of hung up on an interface trick I couldn't get to work properly. I do feel like doing one, though, could start off with a simple one with ol' simple sketch Stan over here maybe. Have to think about it.

Stencyl droppings from the past few months

Mainly been doing two things, first is hemi-finishing the RoboFarmer prototype from before, which I shall link to here. This version has the ability to pick things up and place them anywhere, including on top of other objects, which causes errors but enough of that. The central problem I think was that I had designed what I wanted to do from the presumption that collision zones and sensor zones worked in a completely different way than they turn out to work, turns out they don't really play nice when they overlap, and when I tried to account for that, things didn't really improve, and by that time the month was running out and... excuses excuses, I just stopped working on it.

The second thing I did was to participate in one of reddit's own BaconGameJams. The theme was "Reversed Perspective" and from that I decided to make a game of Arkanoid played from the perspective of the Blocks, called Dio-Nakra because that's exactly how clever I am. The general idea is laying them down, some of them will earn "money" you can use to buy other blocks that will have different effects. I had ideas for power-up blocks and power-down blocks that would make the paddle's AI (which presently just follows the ball around) try to move more erratically which helps the block-laying player, as well as blocks that generate the income and having to valuate planting those over simple barriers, and honestly I think long term there's a bit of possibility there, but I finished the prototype after less than 24 hours, and collision started causing problems I couldn't work out how to either work around or rectify, so I just left it at the semi-functional state it was in.

I think I've come to the point where Stencyl might either be insufficient for the things I want to do with it, or I need to learn much more about it and the Actionscript it's based on, which is just a whole nother... thing... like why wouldn't I just learn Actionscript instead of Stencyl then and would it even be the best thing for it.

Either way I'm not planning on abandoning Stencyl, I just need to re-think the kind of games I want to make that make the simplest use of the features it provides... until it goes to the next version and completely buggerates my intentions. That you can lay out simple interfaces and such with it is great, and the built in physics works, but it just doesn't do either what I want, or the way I want it, and I need to work through that in the future.

One Game a Month

So hey, I'm back again, no time for jokes about how infrequently I post, time instead to just write a bunch like I keep on myself about needing to. You know what else I should keep on myself about is how much I complain about keeping on myself about stuff I didn't keep on myself about before and WHY IS MY NOSE BLEEDING?!

So there's a thing now, right, called One Game a Month. Not a Game Jam per se, just a drive to make something, anything, for each month of the coming year. I've tried participating in 48 hour Game Jams and AGS HourGames before, but not trying at a completed, competent product that I can stand behind, mainly just stuff that involves teaching myself the engine or getting an idea out with some immediacy (which reminds me I need to make a thing about the BaconGameJam I participated in right after this).

At any rate, I'm going to spend the next year, in addition to trying to secure my job, get approved for a home loan, survive a potential money problem caused by this Fiscal Cliff Hoosafudge, and running a D&D campaign online through (which, incidentally, is amazing, seriously go there now) I'm also going to be trying to create a game, as in one finished product and not just a prototype or half-done something or other, once a month. I've got vague ideas for what to do each month, and am reasonably confident I can do it so long as I don't spend too much time obsessing over little things.

So, here on in I'm going to make sure I post at least monthly, probably weekly as well since I think I need to start doing the Screenshot Saturday thing and put something up from the work in progress such as it is.

Of course this is me saying that I should post more often and need to keep on myself about it so I don't have to keep on myself about keeping on GAH IT'S BLEEDING AGAIN.

#onegameamonth challenge from @McFunkypants - Can you make One Game A Month? YES!