The article and video of my Casual Connect talk in Singapore is now finally up on the GameSauce website. In this presentation I talked about how I managed to juggle being a professional game developer by day and an indie game developer at night.
Monteverde is a game that I submitted to the recently concluded Game On competition. It is a survival multiplayer game where one player controls a boss monster who hunts other players who are controlling survivors.
Sadly, I was not able to win the grand prize due to me not finishing on time. I still plan on continuing development though.
Here’s a sneak peak of how it currently plays:
Be sure to follow me up on twitter for announcements about the game.
Last weekend I decided to join yet another Ludum Dare event. After 72 hours of continuous work, I managed to spew out Complexitivity, an arcadey first-person platformer where platforms randomly disappear and you try to stay alive by making sure you don’t run out of ground.
Yeah, confusing, I know. I guess, a video clip can help you visualize how the game works.
To see if my game would work on mobiles, I decided to concentrate on mobile deployment for this week.
The big problems that I encountered this week was the very slow loading times when changing between scenes and that frame rates differ from one device to another ( Samsung Galaxy S is around 30-35 fps but on Samsung Galaxy Tab the frame rates were halved ). It’s a good thing that I encountered them early as it would guide my decisions for optimization in the future.
Here’s the devlog video for Week 3:
Here are the finished tasks in list form:
Tested game to Samsung Galaxy S and Samsung Galaxy Tab
Added mobile controls
Mobile controls now work even in the Unity editor
Sprinting gradually increases speed
Sliding is now brought back
Added a menu scene
Fixed bug where two simultaneous touches affects the camera in a weird way
Added picked up items GUI
Picked up objects are respawned when the player dies
Changed the camera position in reverse mode
Added blob shadow projector
Fixed bug where camera isn’t turning anymore after respawn
For next week I shall be reducing the polygons on my character models and work on a new background and obstacle models.
For this week I concentrated on making the assets for the game. Since I am fairly new to 3D modeling and animation, most of the week was spent learning through the help of tutorials and a lot of trial and error. In spite of the headaches, I really enjoyed it.
Here’s a list of all the finished tasks for this week:
Created and added Panda model with running and jumping animations
Created amd Added Penny model with running and jumping animations
Fixed tearing problems with the imported models
Added animation handlers for the imported models
Added abunatuib syncing for objects
Some minor code fixes and optimization
For next week I’ll go back to coding the engine and if time permits, test out the game on a mobile phone.
(This game was previously called Riding Mr. Panda)
I always feel motivated every time I start a new project. Knowing this, I decided to push myself and get a lot done before the enthusiasm starts to fade out. Looking at my progress, I’d say I did a good job as most of the basic stuff are already finished.
Here are the latest updates in list form:
Imported Penelope assets as placeholder
Camera view tweaks
Continuous sliding under low-ceiling obstacles
Player spawning and checkpoints
Improved camera turning in reverse mode
Fixed camera movement on slopes in reverse mode
Lots of tweaks and performance improvements
For this coming week I will be focusing on learning how to create 3D models. I hope this doesn’t take long.
After a weekend of tinkering with Unity3D, I am now ready to use what I have learned.
While I am eager to create the next Portal or Mass Effect, I decided to go with something simple and easy. I also wanted something that has an established game mechanic so I can concentrate more on development than game design.
After a lot of thought, I decided to create something similar to the game mode in Crash Bandicoot 3 where you control Coco riding a tiger along the Great Wall of China.
To those who can’t remember, perhaps the video below can help jog your memory:
Simple? Check. Easy to do? Check. Fun? Check. Gentlemen, we now have a new project!
While I am going to copy the mechanics of the game, I will be doing the art, story, and music from scratch. So yeah, instead of a bandicoot riding a tiger, we will go with a baby riding a cute and fat panda. Props to my girlfriend for the idea.
My objectives for this project are as follows:
Finish the game in less than 3 Months
Have it working on the desktop, browser and mobile devices
Learn how to model in 3D
Create a simple music to go along with the game
Log the progress of the project on this blog every week
Monetize the game
So what have I done so far? Well…
Riding Mr. Panda Devlog: Week 0
It took me a whole day before I got the basics of the game down.
Here are the stuff that I have finished:
Basic character movement
Basic actions (Jump, Slide and Run)
Basic camera behavior
3 gameplay modes ( Normal, Time Trial and Reverse modes)