What are you working on?
As the title states what game(s) are you working on right now and what are your plans for it over the next few months?
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To start off I have yet again started work on a roguelike. Busy using it as a way to level up my c++ skills and over the next month or two I will be focusing on game play. So far most of the techy stuff underneath is out of the way and I am trying to avoid rewriting anything unless I absolutely have to. Having tons of fun and working with a friend on it.
The game will initially be a port of an MMO we used to play that we enjoyed but as a simpler single player experience. We decided we liked the Ragnarok Online mechanics and we are taking our time to remake something fun using them while making it make sense as a turn based roguelike.
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Be as detailed or as vague as you would like.
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To start off I have yet again started work on a roguelike. Busy using it as a way to level up my c++ skills and over the next month or two I will be focusing on game play. So far most of the techy stuff underneath is out of the way and I am trying to avoid rewriting anything unless I absolutely have to. Having tons of fun and working with a friend on it.
The game will initially be a port of an MMO we used to play that we enjoyed but as a simpler single player experience. We decided we liked the Ragnarok Online mechanics and we are taking our time to remake something fun using them while making it make sense as a turn based roguelike.
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Be as detailed or as vague as you would like.
Comments
The concepts rotate around every few weeks depending on what I'm currently watching, playing, reading. I just never get around to fulfilling them :(
They are in no particular order:
- Masters of Orion 2 clone (played a LOT of MOO2 over the holiday)
- Myst / Riven style adventure game remake in UE4 (Riven is one of my favourite games)
- Medieval sewer simulator - run your own thieves guild based in the sewers (see "The Mockers" in the Raymond E. Feist books)
- Descent 3 clone - (Loved all the Descent games)
- Reservoir 2
*sigh* one day I'll make at *least* one of them.
Oh and I'm working on a silly prototype set in a Museum I made for Ladum Dare that I didnt finish in time for the compo. Might as well get it playable and release it here on the forums.
Planning to have it done by the end of the month but would really appreciate getting feedback on it in the post below.
makegamessa.com/discussion/2737/prototype-brewery-defence-drunken-dwarves#latest
I am trying to finish MONTEZ and Cluster as well as doing my first paid client work. Also busy working on a 4 player local multiplayer game aimed at touch devices.. I will post a thread soon.
I started with a simple ten-pin bowling attempt :
https://dl.dropboxusercontent.com/u/56011417/Bowling/WebBuild.html
then made a really cheesey plant vs zombies clone called "Turrets vs Zombies" :P (seems to do nothing but hang in there it will start)
https://dl.dropboxusercontent.com/u/56011417/TurretsvsZombies/WebBuild.html
More recently been trying to make something fun for my 6 year old son who just loves the Jaqui Lawson christmas advent calendars, except I did it 3D style :D
https://dl.dropboxusercontent.com/u/56011417/AdventCalender/WebBuild.html
But might shift to something more urgent over the next few weeks.
I'm also attempting to learn how shaders work properly, and start making my own instead of abusing other peoples'.
I've been working very lightly on it over the last month or so to incorporate feedback on the level and UI design. Not made any announcements yet since I want to fix up one of the later levels and post it to TIGSource, but you can play the new version here
Minscape
Busy working on a basic RTS engine framework in GMS this week,
then we need to stop this vanity project or place on hold for innovation Fridays to work on our own IP.
Planning to remake Tenticle Wars (from 12 Jan) for mobile HTML5 publisher market, and focus 2015 on this market until we cashflow well enough to make larger vanity projects...which is more indie like in creativity and design.
All this while going to baby classes, since my wife is expecting our first child 20 Feb-ish.
Excited for 2015, it is going to be a make or break year for me in game development world...
FINALLY built my first Sokoban clone! Yes! It parses Tiled editor created levels.
I found out building good Sokoban levels are actually harder than creating the engine itself, so I then proceeded to spiral in another direction and started researching how to randomly generate solve-able levels of a good quality.
Didn't get too far. 2015 started and the corporate yanked me from the happy coding mode, back to that unhappy coding place... not really ;)
*sigh* have to find a way to make game development a more permanent pass-time.
I'm coding it outside zX so once it's done I can just upload it to my GitHub for everyone to just grab and use.
Press spacebar to drop a line.
https://dl.dropboxusercontent.com/u/56011417/SpacificFish/WebBuild.html
My other game, Bunny Bash, that's been greenlit was playable, but early Alpha (as far as progress goes I was caught with my pants down this being greenlit so fast). This I like to describe as far as genre goes as "A Coffee Break Deathmatch". It's just silly quick drop-in fun. I'm mostly just getting artists to prepare branding and other steam goodies so that it's me (coding) that has to play catchup when I'm done getting the other one live.
Received the first of the art from the artist for bunny bash though, so I'll just put that here with a couple of screenshots.
You can follow my progress on my website here: gamesofdaniel.com
When it's in a more presentable state I'll open a thread on the forums :)
https://dl.dropboxusercontent.com/u/56011417/SnowmanSki/WebBuild.html
I am currently working on a pro bono project. You all know Mugen right? Well, I had a look at it the other day, as I used to play it endlessly when it first came out and I thought to myself...with all the nice clean cut crisp graphics 2d games are capable of these days why not rebuild it? As it's only a project for my 2d portfolio, and because of licencing issues, it's free to play. I am currently in the process of redrawing and re-colouring all the characters of the game as well as reworking the animations. I will post before and afters a bit later. Also working on the intro. Now that is a challenge in itself. And before there is any confusion...NO! It's not a Mugen rework. Only most of the character gfx are used and reworked into HD. Looking to develop a 2.5D environment to incorporate those big destructive elements that make you think.."Wow, I just smacked that guy through a building,". Maintaining the 3d illusion with the 2d gfx will be a challenge yes, but I think I can pull it off. No name for it yet, but I was leaning towards DBZ:Ultimate Fighter
Prospective elements in the game:
-Single player campaign- Combat all your favourite villains in all the seasons of DBZ ever made as well as the movies. Thinking of bending the rules a bit and have "What if?" scenarios too.
-Cut scenes right out of the original episodes and movies and on going dialogue during campaign play
-Augment your favourite fighters with unlockable items and save them to custom profiles (If there is anyway to design your own fighter in 2d, I'm all ears!)
-Multi Player LAN (online if I can figure out how)
-Any other cool features that you guys think would be great, don't be afraid to comment.
Well be loading some progress gfx soon so you guys can have some idea what I'm trying to do.
http://www.makegamessa.com/discussion/2835/a-twin-stick-shooter-kinda#latest
ParaShoot
Plus working a little bit on a project as part of the Wits Game Design course
I've been playing the Doom 3 BFG source. Trying to make a Hexen 2 inspired... something. Or another.
But time is a scarce commodity. Hopefully I'll have something to show around September.
At this very moment I'm fighting with Xcode trying to submit our game "Word Duels" which we've been working on on and off for quite a while at Fuzzy Logic. We'll be doing a soft launch, once its out I could let you guys know and it would be great to get some feedback on it.
We have also recently started helping out on a game being developed by another company, and just finished an augmented reality Magic companion app, which isn't strictly games but was fun to work on :)
Im working on a island survival prototype. Always wanted to make one. Its an intimidating project but i'm jumping in anyway.