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Hey new guys

I reckon i have an influx of new visitors to this blog because of my new game Making Monkeys, so “Hey :) ” if theres anything you want me to write more about (i really have no clue about this blogging stuff), or if you have a suggestion as to what game i should make next im happy to hear it.

If you could, please visit Monkeys on NEWGROUNDS or KONGREGATE, and support me by voting 5, or if you are on newgrounds please click in the bottom left of the screen “recommend for a collection” and recommend it to “game dev platforms” or “puzzle games”. Anyone who does this, thankyou so much!

 

Finished Making Monkeys

My monkeys puzzle-platformer is finished, and as soon as the *sponsorship process is finished it will be released. If you wondered what happened to grapplePack, Sam moved to San Francisco and got a new job; so didn’t have enough time to continue working on the game. We’ve since divided up what we had, and i have all the art assets i created for the game, which will likely be used in a new title.

I’m playing around with different ideas for a game and also talking with a friend and great coder- Cole, who is designing some amazing effects for future games- dynamic lighting, dynamic destruction (enemies and terrain) and decals (graphics which can cover any part of a level/enemy: ie- blood splatters or explosion marks)

*If you’re unaware of how flash games make money, basically a gaming portal like Armorgames, Miniclip or Newgrounds will pay you money for advertising space on your game (splash page, hyperlinks and “more games” buttons) – so that when your game goes viral, it acts as advertising for their website. The games portals then make money from their new traffic through advertising. Basically everyone gets money depending on the quality of the game, and you get to play games for free at the expense of having adverts displayed to you.

 

monkey progress music production

Here’s the monkey game so far (click image to enlarge). The process is 50% experimentation and refining, the image in my head when  i began was much different, but my vision for the game adapts as i go along and if something isn’t right, i will always re-do it. I hate looking at a part of my game and thinking i don’t like it, so ill always redo it until i am proud of it and hope that the whole package resonates with players. I just talked with a great musician and i’ve found the perfect soundtrack, which will be chilled out/funky/cheeky hiphop beats that’ll have players bobbin their heads whilst scratching them, trying to solve each puzzle.

 

I’ve also been working on producing music myself, mainly because i cant stop listening to electronic artists like deadmau5, skrillex, porter robinson, knife party… so im trying my hand at it, and really enjoying it :)  Heres a really muddy sounding wip track (my first!) i tried:

http://soundcloud.com/dampsquid/dbb

If i get any good at this music thing, it means the entire game, will come directly from me, and i can put together musical/audio feedback for almost everything you do in the game, making it a really complete experience.

 

 

the funky monkeys are coming

Gameplay mechanics and animations are in place, im really happy with the expressions on the little guys as they move around and die. Re-doing the level tiles because they don’t match the quality of the rest of the game- my games always look as simple as possible in the end, but i do go through a lot of iteration and experimentation to get everything looking fresh.

My goal was to finish the bulk of the game before the end of the month, but i ended up at the awesome reading music festival over the weekend instead. I’ve got loads of ideas in mind for the future, amongst them:

- flash game academy (tutorial website)

- regular video dev-blogs

- a Unity 3D game

- an iOS (iPhone) game

- a new brand image/more pro website/new game each month

- facebook/twitter pages

Which of these do you guys like best?

 

many monkeys

Background for my new puzzle platformer that i just painted. I loved tweaking the colors in this, and i got them just how i want them. Kind of summer/autumn clash of hot and cold- you’re gonna be lookin at it for about 20lvls of brain splittingly hilarious puzzles so its gotta be nice. WIP title for the game is called: “many monkeys”, and the bulk of the code is already done. Really enjoyed coding it because the idea is really fun to me, and pretty quirky too.

 

A few tips


PLAYTEST

Get your partner, friends and family.. to play the game whilst you sit in the back taking notes (keep your mouth shut too!). Probably the hardest thing for me whilst making games is the difficulty curve, when you’re so close to a project for so long its impossible to know how others will react to it, i’m always amazed when people play my games in development and can barely get past the first few levels; whilst obviously i thought it was too easy. You can never do enough playtesting, i always wish i had done more on my games before i release them.

PREDICTABILITY

Things should work how the player would predict, and be obvious- everything should work how its “supposed” to. For example, most platformer characters are square, so it is very clear where the players feet will land, and the collision box on the player. If there’s a ladder in your game, it should be climbable, it there’s a gun it should kill things, if there’s an non-player character you should be able to talk to them or kill them. Basically when the player sees an object they will have certain predictions/expectations about how they can interact, and if your game doesn’t deliver, it disappoints or confuses the player. A popular comment on Bat Country is: “I tried to bomb the guys in the shark, as soon as i saw them!” because the player expected to be able to kill them, it makes sense because the bombs kill the bats, but the player then is dissapointed and immersion is also broken. If you set up a “rule” in your game, you should try your best to keep it consistent throughout.

DESIGN FOCUS

Not sure what the picture is about here, but it reminded me of a japanese movie.. “you must focus sensei!!”, anyway… stick to your core design! The experience you want to deliver, write it down in a sentence, i think my one for Use Boxmen was: “a challenging and satisfying puzzle game, focused on interaction between characters to reach a goal”, the point behind this is that every aspect of your games design should be there to compliment the core focus. It helps you stick to your vision and keep the game to its simplest form, instead of packing it full of filler content and copying other games you may have played. You will know a game that does this well, because the whole package just feels right, examples off my head are: valves games and team ico’s games. Sticking to the focus also helps make sure that every part of the game you work on, needs to be there to enhance the experience- and you wont be stuck working for a long time on parts of the game which are unnecessary or add nothing to the experience. Simple is better.

 

Aztec tiles

I just pushed past a creative slump which is a load of indecisiveness, procrastination, fear, apathy and laziness. I’ve heard its very common with creative types, but anyway i did some painting today :)

These are level tiles for a new action platformer im making. So far it plays like super meat boy, but you can hold “duck” to form a ball and bounce around (like the prototype below), i’m hoping to make it 4player as well (local). The locations i have are: Aztec and Space Station, any suggestions for a third one?

Also, grapplePack development is going smoothly.

 

tech demos

Heres a tech demo/practice, with some stuff ive been working on. Im really keen to make an action game with physics involved, kind of like Half Life 2 did. Makes things very dynamic and gives the player a lot of choice.

Z- Jump/walljump, X – make clone

EDIT: here is another, testing out modular images to make up a level. Use arrow keys to move, by holding the down key, you turn into a bouncing ball (an idea i have for a platform game)

 

it burns

The burn victims arch nemesis- lava! Draws the eye much better than the spikes, i’m having everything that can kill be you very very obvious, and the background is less obtrusive now- it also scrolls parallax on several layers so its sexy as hell. We’re just coming out of a little grind where the obvious art and engine stuff is being complete, and we can start being playful with the game. Something which gives me a big geek boner are game objects that work dynamically with each other- from a handful of objects you want the most outcomes when you combine them. We have lots of them. Things like tnt that causes chain reaction explosions destroying blocks in its path, to enemies you can lure to trigger switches, kill each other, trigger tnt, use to block projectiles. When it comes out i think people will use the editor to make crazy shit we never even thought of.

 

Make Stuff Move

Got to work on the hero sprites last night, heres a few so far:

(also got flash embedding for the site, yes!)

I’m not gonna lie i’m really proud of these, i think they’re the nicest character sprites i’ve ever managed to do! I’m trying to make the character feel really energetic and bouncy. I reckon this game is going to be awesome purely because we are both really excited about it and really into the project, i talk to Sam almost everyday and we shoot ideas back and forth and were always pretty amazed at what each other has done. Sam showed me the level editor i was like “woahh that grid is huge? Can we really do that?”, then he said that actually you can scale the grid up to be much bigger than that, and still share it easily with your buddies online.

The story right now is that the character is a burn victim. He got badly burned by the dangerous factories he must now navigate through, hence his exposed skull and charcoal skin. I like the idea that the very thing which hurt the guy so badly, he must now go through to ensure that the same does not happen to anyone else… thats the story we are rolling with right now. Feedback appreciated!

 
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