Sunday, April 3, 2011
Tuesday, March 29, 2011
Rebirth + Robots
Well, geakStudios has finally flat-lined (heh) and its members unceremoniously disbanded. We had a promising group there, and it's sad to think of what we could have accomplished with more time and better communication. But there's no time for eulogizing: let's start picking that corpse! In accordance with Native American tradition, I like to use every part of my kill.
"...What is that?" you might ask me, with good reason. What you're looking at now is a peek into the geakStudios creative process. When I first started this blog, I promised that it would be showing all my projects from an inside perspective, that you would get to see the game built from the ground up. I wasn't able to stick to my word for last few months because geakStudios required some degree of secrecy, but now anything is fair game. This arcane collection of symbols and geometry is a level editor I built to ease the level creation process of our new game, both for me and for the non-programmers. As you can probably see, this was never intended to be released publicly. It doesn't make any sense and it looks awful (I can't draw things in top-down perspective even in a "charmingly primitive" sort of way. Any graphic designers out there wanna do some charity work? eh?). Can you unravel the mystery? Can you decipher the plot and objective of the game?? Can you make THE GREATEST LEVEL OF ALL TIME??? Now is your chance to find out! Or you can just wait until I post the beta version of the game and explain it all later this week, but come on, just humor me.
p.s. The hint is that the game involves lots and lots of robots.
"...What is that?" you might ask me, with good reason. What you're looking at now is a peek into the geakStudios creative process. When I first started this blog, I promised that it would be showing all my projects from an inside perspective, that you would get to see the game built from the ground up. I wasn't able to stick to my word for last few months because geakStudios required some degree of secrecy, but now anything is fair game. This arcane collection of symbols and geometry is a level editor I built to ease the level creation process of our new game, both for me and for the non-programmers. As you can probably see, this was never intended to be released publicly. It doesn't make any sense and it looks awful (I can't draw things in top-down perspective even in a "charmingly primitive" sort of way. Any graphic designers out there wanna do some charity work? eh?). Can you unravel the mystery? Can you decipher the plot and objective of the game?? Can you make THE GREATEST LEVEL OF ALL TIME??? Now is your chance to find out! Or you can just wait until I post the beta version of the game and explain it all later this week, but come on, just humor me.
p.s. The hint is that the game involves lots and lots of robots.
Monday, November 8, 2010
Play the "Don't Drown" Game
I haven't made any changes to Ahab's Revenge in a while, but I had a breakthrough idea that was so easy to implement and obvious that I've been kicking myself for not thinking of it sooner.
The awkward, incongruous "3 strikes, you're out" system is gone. Ahab doesn't have "lives" anymore. What you have instead is a slowly decreasing oxygen supply. This makes sense thematically, since Ahab is underwater. When you're in the coral, your oxygen supply decreases much more rapidly, because it's...er... smothering you, or something. Okay, it doesn't make 100% sense, but this is fantasy, and I think this approach is a lot more intuitive than having the coral steal a life.
The scoring now makes more sense. You can't just camp out on the first level and destroy coral for eternity to get the high score, since you're now on a timer, and your score after killing Moby is now bigger depending on how much oxygen you had left when you finished.
And finally, a new power-up has been added. It, rather predictably, gives you a small oxygen boost.
Try it out:
AHAB'S REVENGE: OXYGEN EDITION
As usual, tell me what you think. Really, do not hesitate to leave a comment if you feel that there are balance issues; it's always incredibly helpful. Another question: do you think it would be too frustrating to lose a bit of oxygen when a whale hits Ahab?
nathan
The awkward, incongruous "3 strikes, you're out" system is gone. Ahab doesn't have "lives" anymore. What you have instead is a slowly decreasing oxygen supply. This makes sense thematically, since Ahab is underwater. When you're in the coral, your oxygen supply decreases much more rapidly, because it's...er... smothering you, or something. Okay, it doesn't make 100% sense, but this is fantasy, and I think this approach is a lot more intuitive than having the coral steal a life.
The scoring now makes more sense. You can't just camp out on the first level and destroy coral for eternity to get the high score, since you're now on a timer, and your score after killing Moby is now bigger depending on how much oxygen you had left when you finished.
And finally, a new power-up has been added. It, rather predictably, gives you a small oxygen boost.
Try it out:
AHAB'S REVENGE: OXYGEN EDITION
As usual, tell me what you think. Really, do not hesitate to leave a comment if you feel that there are balance issues; it's always incredibly helpful. Another question: do you think it would be too frustrating to lose a bit of oxygen when a whale hits Ahab?
nathan
Saturday, November 6, 2010
Tuesday, August 17, 2010
New Banner!
Hey! Look at my fancy new banner! Go ahead, click it!
As you can see, I've been working on the look of the blog. I'm not sure how my "aesthetic" sensibilities go over with the general populace, so if the color scheme assaults your eyes, just tell me and I'll try to accrue some taste.
As far as projects go, I'll soon be working with Kevin Chen of geakStudios on expanding "Stealth Robot Programmer." Namely, we want to make a level editor for it. So, that should be cool.
For a while, I was really eager to keep blasting through projects really quickly, but in the grand scheme of things I haven't been working on Ahab's Revenge for very long, and it wouldn't hurt to flesh it out a bit. What I really want to do is demonstrate level variety -- several people have pointed out that the constant upward climb can get a little monotonous. And with full 360-degree firing range and the mobility of a side-scrolling platformer, why not take advantage of the flexibility?
At the moment, there are two primary level concepts that I want to try out. The first, and most obvious one, is to take this in the direction of a platformer. Ahab jumps around dodging and shooting enemies while moving horizontally toward the end goal, with the destructible blocks thrown in as obstacles along the way. It's pretty simple, but with enough interesting elements added in, it could be fun.
The second concept would lead Ahab's Revenge in a more purist puzzle-game direction. In the "painter" levels, Ahab is in a single room with a solid block of corals in the center, and a fixed number of whales strewn about the stage. The corals are not moving, and the aim of the level in this case is not to destroy all the corals, but to destroy the right corals to make them form a specific pattern. As if you're chiseling out a sculpture. The tricky part is that the colors of the coral are not initially set so that it is possible to achieve your goal; instead you must use a fixed arsenal of "paintbrush harpoons." These are fired from your back like regular harpoons, but are giant paintbrushes that will change one or more of the corals to whatever color it is equipped with. Once you have the colors set up, right, you can switch back to normal harpoons and start clearing the correct corals by hitting them with whales.
If developing Ahab's Revenge has taught me one thing, it's that nobody has any idea what I'm talking about. So here's an example of what such a level might look like:
And you would be given an objective at the beginning of the level to use the right combination of paintbrushes and whales to carve the chunk of corals into, say, an "H" shape.
Anyway, give feedback! Tell me if this is an interesting path to follow, or offer your own ideas.
nathan
As you can see, I've been working on the look of the blog. I'm not sure how my "aesthetic" sensibilities go over with the general populace, so if the color scheme assaults your eyes, just tell me and I'll try to accrue some taste.
As far as projects go, I'll soon be working with Kevin Chen of geakStudios on expanding "Stealth Robot Programmer." Namely, we want to make a level editor for it. So, that should be cool.
For a while, I was really eager to keep blasting through projects really quickly, but in the grand scheme of things I haven't been working on Ahab's Revenge for very long, and it wouldn't hurt to flesh it out a bit. What I really want to do is demonstrate level variety -- several people have pointed out that the constant upward climb can get a little monotonous. And with full 360-degree firing range and the mobility of a side-scrolling platformer, why not take advantage of the flexibility?
At the moment, there are two primary level concepts that I want to try out. The first, and most obvious one, is to take this in the direction of a platformer. Ahab jumps around dodging and shooting enemies while moving horizontally toward the end goal, with the destructible blocks thrown in as obstacles along the way. It's pretty simple, but with enough interesting elements added in, it could be fun.
The second concept would lead Ahab's Revenge in a more purist puzzle-game direction. In the "painter" levels, Ahab is in a single room with a solid block of corals in the center, and a fixed number of whales strewn about the stage. The corals are not moving, and the aim of the level in this case is not to destroy all the corals, but to destroy the right corals to make them form a specific pattern. As if you're chiseling out a sculpture. The tricky part is that the colors of the coral are not initially set so that it is possible to achieve your goal; instead you must use a fixed arsenal of "paintbrush harpoons." These are fired from your back like regular harpoons, but are giant paintbrushes that will change one or more of the corals to whatever color it is equipped with. Once you have the colors set up, right, you can switch back to normal harpoons and start clearing the correct corals by hitting them with whales.
If developing Ahab's Revenge has taught me one thing, it's that nobody has any idea what I'm talking about. So here's an example of what such a level might look like:
And you would be given an objective at the beginning of the level to use the right combination of paintbrushes and whales to carve the chunk of corals into, say, an "H" shape.
Anyway, give feedback! Tell me if this is an interesting path to follow, or offer your own ideas.
nathan
Sunday, August 15, 2010
Taking Care of Business
NOTICE: All of my games have officially been moved! They are now neatly categorized in the "GAMES" tab that you see above.
A new game level that I made is up on geakStudios! It's called "Stealth Robot Programmer." The level itself sucks and is boring, but try to concentrate on the core mechanic: you get to sneak up on robots and reprogram them to do whatever you want (within reason)! The game itself is not my idea, but one formed before I even started collaborating with geakStudios. However, I sincerely think that it's one of the coolest ideas for a puzzle game imaginable.
I know I've posted this link about five times, but you can play the demo here at the geakStudios site. Make sure to read the instructions!
nathan
A new game level that I made is up on geakStudios! It's called "Stealth Robot Programmer." The level itself sucks and is boring, but try to concentrate on the core mechanic: you get to sneak up on robots and reprogram them to do whatever you want (within reason)! The game itself is not my idea, but one formed before I even started collaborating with geakStudios. However, I sincerely think that it's one of the coolest ideas for a puzzle game imaginable.
I know I've posted this link about five times, but you can play the demo here at the geakStudios site. Make sure to read the instructions!
nathan
Wednesday, August 11, 2010
This will be the next "Robot Unicorn Attack," I guarantee it.
[SORRY! The game has been moved here: Ahab's Revenge]
In case the start-screen instructions aren't explicit enough, A is left, D is right, W is jump (hold it longer to jump higher), and S makes you drop a level if possible. Oh, also ENTER pauses the game. I accidentally left that out.
It's finally here! My first game coded from scratch, Ahab's Revenge. There are definitely some things I can change up in the future -- I want to improve the scoring system, add some cool scenery underneath the coral, and make the boss a bit more interesting -- but it's finally reached a point where I feel like I can call it a "complete" game. Of course, feel free to leave me feedback. Particularly if it has to do with the speeds of all the game elements or their hit-boxes, since those are things I'm still experimenting with in order to tweak the difficulty.
In case anybody is curious, the background music is "Heiße Lippen" by Cluster. The rest of the audio I made with a combination of my mouth and Audacity.
You may have noticed that the name of the blog changed once again. Aside from choosing to make the title more gaming-related, I also had to decide whether to make it a Bowie or an ABBA reference. Yes, it was stressful. Next order of business: make the blog not look awful.
EDIT: Do you like game prototypes, but hate my taste in music? Then go play Ahab's Revenge at the geakStudios site, where they've been kind enough to publish the game minus the copyright infringement-tastic soundtrack.
nathan
In case the start-screen instructions aren't explicit enough, A is left, D is right, W is jump (hold it longer to jump higher), and S makes you drop a level if possible. Oh, also ENTER pauses the game. I accidentally left that out.
It's finally here! My first game coded from scratch, Ahab's Revenge. There are definitely some things I can change up in the future -- I want to improve the scoring system, add some cool scenery underneath the coral, and make the boss a bit more interesting -- but it's finally reached a point where I feel like I can call it a "complete" game. Of course, feel free to leave me feedback. Particularly if it has to do with the speeds of all the game elements or their hit-boxes, since those are things I'm still experimenting with in order to tweak the difficulty.
In case anybody is curious, the background music is "Heiße Lippen" by Cluster. The rest of the audio I made with a combination of my mouth and Audacity.
You may have noticed that the name of the blog changed once again. Aside from choosing to make the title more gaming-related, I also had to decide whether to make it a Bowie or an ABBA reference. Yes, it was stressful. Next order of business: make the blog not look awful.
EDIT: Do you like game prototypes, but hate my taste in music? Then go play Ahab's Revenge at the geakStudios site, where they've been kind enough to publish the game minus the copyright infringement-tastic soundtrack.
nathan
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