The Carnival of Video Game Bloggers - March 2014 Edition

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Welcome to the March 17, 2014 edition of the carnival of video game bloggers. It's been a while since it was last here (over six years), but now it's back for more!

This month's edition turned out a little bare after getting rid of all the spam, but things are just getting started. If you'd like to submit an article, instructions are at the end of this post.

This Month's Participants

University of Nerd submitted "I Want To Play As a Girl - University of Nerd", a good overview of the disparity between which genders play games, and which ones are actually featured as the protagonist.

Almog Koren from Scoreoid sent in Show and Tell – Feedback and Notifications for Mobile Games, a look at how notifications can be used to improve mobile games. Needs some paragraphs though :)

And last, but not least, Meg Stivison from Simpson's Paradox submitted two articles:

A big thank-you to everyone that submitted something this month. I hope you'll join in again for April's edition!

Next Month's Edition

You can add your posts to the next edition of the carnival of video game bloggers using the carnival submission form. There are no strict rules, just make it something related to games that adds some value to the conversation. Reviews, project post-mortems and just chatting about your general experience with games are all great subjects, so don't be shy!

As always, past posts and future hosts can be found on our blog carnival index page.


February's #1GAM Entry - Super Puzzle Adventure Dungeon

This month's #1GAM entry is a mix between a puzzle game and an RPG. It's not 100% finished (there's no equipment or things to spend your gold on), but combat and items are working.

You gain experience for destroying blocks, and the higher your level the harder the enemies will get. The adventure fields are generated randomly, so no two playthroughs are the same.

If you end up on the same square as an enemy, combat will begin. Take turns to destroy blocks, and the more blocks you destroy the higher the damage done. Defeating the enemy will net you precious (unusable) gold, plus some bonus experience.

The post-mortem will be coming later in the week. Until then - enjoy!

Play it here


Shameless plug - If you're another #1GAM participant and have written something about your game, why not submit it to the Carnival of Video Game Bloggers?


The Carnival of Video Game Bloggers Returns!

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It's been a while since I last hosted an edition of the Carnival of Video Game Bloggers, but now it's back! If you've written something about games lately, you can submit your link at the following url:

Blog Carnival - Submit an Article

The submission deadline is March 14th, 2014. The carnival itself will be posted on the 17th of March.


I'd also like to give a huge thank-you to Eclipse, who has looked after the carnival since 2010. It's very much appreciated!


Haywire - Post Mortem

Last week I released "Haywire", my first game for #1GAM. Seeing as I haven't really made anything in a while, I kept things as simple as possible. Overall I'm pleased that it got finished, although I would have liked there to be a bit more "game" to it.

Development Timeline

Overall the game took a total of 7 hours and 9 minutes to make. As well as tracking task time, I kept a separate log to make note of important milestones. As you can see, I left things pretty late before I got started…

[2014-01-25 Sat 08:00]

  • Created basic project skeleton, can compile it and view a title screen with version string

[2014-01-25 Sat 09:00]

  • Set up resource manager
  • Created a basic tileset and map
  • Can scroll the map manually using arrow keys

[2014-01-25 Sat 10:00]

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  • Spent about an hour wrestling with Flixel's camera system. Turns out rather than using a constructor for states, the create method should be used/overridden.
  • Simple player ship can move left to right
  • Camera follows player
  • Background layer with parallax scrolling

[2014-01-25 Sat 13:00]

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  • Basic player movement added – can now accelerate left and right, as well as thrust upwards. Really simple gravity
  • Proper graphics now
  • Got a stationary animal on the map. Just a sprite for now so not sure it counts as progress
  • Fixgured out how to draw a line (using an FlxSprite as the body) - Don't really like it, but it should do the trick
  • Added a nifty starfield to the far background

[2014-01-28 Tue 20:00]

  • Added some basic collision with the floor. For some reason the pixel perfect collision isn't working the way I want it to.
  • Added some little particles that shoot out of the bottom when the ship thrusts upwards

[2014-01-28 Tue 21:00]

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  • Really simple grapple hook now

[2014-01-28 Tue 22:00]

  • Grapple hook now bends (rather terribly) depending on the velocity of the ship
  • Added a little mothership sprite that floats around

[2014-01-29 Wed 20:00]

  • Player can now pick up any animal and they will stick to the end of the hook
  • Grabbed animal can be delivered to the mothership
  • Grapple now affects physics - having the hook increases drag, and hooking an animals makes the ship heavier
  • Returning an animal now increases the score

[2014-01-29 Wed 21:00]

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  • Player now has health
  • Running out of health makes SPLOSION
  • Multiple animals, all in random places. I guess this is a game now?
  • Added a really terrible title screen

What Went Right

No Feature Creep

I've taken part in a few game jams now, and the process is usually the same:

  1. Come up with a small idea
  2. Think of some really cool ideas that I just have to add
  3. Implement one or two of those features
  4. Run out of time
  5. Vow to keep things simple next time…

This time I actually kept things simple. I had a lot of ideas for things I wanted to implement, but I forced myself to stick to only the absolute basics.

Graphics

One area I constantly struggle with is coming up with half-decent graphics. This has been a constant pain for me, so this time I went with some simple vector art.

A couple of parallax layers and a starfield are all it took to create something that I was happy with. There's also a few particle effects, but other than that it's very simple.

It's Playable

As always, it's nice to come away at the end of a challenge with something that can be played. Granted, the main game loop is very small, but there's a kernel of something fun there.

Kept a Development Log

This is something I should have started doing years ago. I usually write notes on what I'm developing, but I don't normally keep track of each feature as I complete it. For Haywire I kept a simple text file, and then updated it whenever I made something new. Seeing the game's progress over time was a huge motivator for me.

What Went Wrong

Game? What Game?

Let's face it - there's not a lot of game here. There's no reward for rescuing animals quicker, no real obstacles to overcome, and you have to refresh the browser window to start again.

Not Enough Time

I only remembered about #1GAM a few weeks into January, so I didn't have a great deal of time to get started. Still, 7 hours isn't very long to spend making a playable game. Put it down to a mix of bad planning and laziness on my part.

No Polish

One thing I've always been conscious of is adding a layer of polish to my games, but I really dropped the ball this time. The score font doesn't work, the health indicator is a bit cryptic, and don't get me started on the awful collision.

On top of all that, there's no way to restart without refreshing the browser, which just adds to the half-baked feel.

Lessons For The Future

More Time Polishing

Even though these are small games, it's still worth scheduling a few hours to get the rough edges smoothed out. In future, I should probably build the full loop (title, play state, restart) at the beginning so I'm not rushing near the end.

More Time in General

Only spending 7 hours on a game? 'Nuff said.

Keep it Simple

It's very, very difficult to keep things small, especially when all these great ideas keep swimming around. Being creative is part of the fun of game development, but it's also a burden once deadlines start getting closer.

Not every game has to be 20 hours long and full of amazing graphics. Concentrate on a few areas you want to experiment with and go from there.


January's #1GAM Entry - Haywire

I'll be coming up with a post-mortem later in the week, but here's my #1GAM for January.

Fair warning: it's pretty buggy and not much of a game. The collision in particular is terrible.

The idea is to fly your little spaceship around, collect the animals at the bottom of the screen and deliver them to the mothership.

To pick up an animal you'll need to deploy the grappling hook (using A). However, this makes your ship a little harder to fly, so you won't want it extended all the time.

Once the animal is grabbed, take it to the mothership that floats around at the top of the map. There are five animals in total to rescue. After that, it's fun to smash the ship up.

Did I mention it's a bit buggy?

Play it here