Well here we are, nearly half way through the first month of the new year. As I mentioned in my last post, I foolishly entered the One Game A Month challenge (1GAM) twice, so I thought it might be a good time to shed some light on what I’ve been up to. I’ve been working on way more than 2 games this month so far, but here are the two that I plan to submit for my “2GAM” entries:
Tag Archives: Platformer
(This post is a few days late. Holidays are very sneaky things and suddenly there’s no time to write!)
The last day of Indie Goodbye, Day 4, was probably the busiest of them all. At this point I still didn’t have any menus or UI in place, and there was no way to restart the game if you died, so there was quite a bit left before the game was user-friendly enough to release.
(This post is about 2 days late. I went into hyper overdrive around the end and didn’t want to waste precious cycles trying to get a forum post out in time. Nonetheless, this post shall still exist!)
Day 3 of development of my Indie Goodbye game was an interesting one. I started the day by working on the title screen logo. Adding a title screen goes a long way to making your project feel more like a real game, which gets pumped back into your motivation center through a process called “science”, or so they say.
Today didn’t go exactly as I’d hoped, but it was still fantastic.
I had forgotten that I had already made plans to do some Christmas shopping today, so, after a few hours of shopping and a Chinese buffet-induced coma, there wasn’t as much time to write code as I would have liked. That said, I’m still rather pleased with what I did manage to do in the short time I had left.
It’s been far too long since I’ve updated this blog. I’ve been working on quite a few things lately, but haven’t had anything concrete to show until recently.
Sorry for the period of inactivity, I’ve been working on a project that I’m not yet ready to reveal yet, mostly because I’ve had to rework most of it over and over and I’m still not happy with the architectural structure of everything.
That said, I finally put together the time lapse footage from Recursion‘s 3-day development period, which you can view below or on YouTube. Recursion has found a sponsor and the game will be available soon – I’ll put up an official launch post when it is, but until then, enjoy the video!
“Stranded on an uncharted planet, our hero’s only hope is to wrap his mind around the way this new world works. What’s left is right, what’s up is down, and even the plant life seems to grow in any which way it can. Can you help him find his way through 30 levels and fight his long lost love?”
Recursion is a 16 bit puzzle platformer built in the Game Boy Advance resolution of 240×160. It features 30 levels of mind-bending platformer action and takes advantage of a mechanic seen in very early arcade games – when you exit the screen in one direction, you emerge from the other.
Recursion was developed by myself during a 72 Hour Game Jam that I created to challenge myself. After the jam period was up, I contracted Andy Brown (ANOTHERsoft) and Daniel Davis (an0va / David vs Goliath) to help me finish it. Andy provided 28 of the 30 levels and I’m very happy with his work. He also created levels for my previous game, Range Man. Daniel also did a fantastic job, providing the game with 2 original tracks and all the sound effects it needed. Daniel was also the sound designer on both Melee Man and Range Man.
As of this post, Recursion has just entered bidding, so it’s hard to say what I’ll end up getting from it. Wish me luck!