Apr 3rd, 2009

Viewpoints games

I’ve completed a new videogame—another entry in another TIGSource competition. The theme, this time, is ‘cockpits’. My game is pretty much on the fringe in the way it implements the theme, though. What I originally intended to make was some manner of car driving game, inspired by the original Out Run, since I’m such a big fan of the series, and because I love the aesthetic of that kind of low-tech 3D. I might do this in the future; we’ll see how creating such an engine will go for me. But the game I ended up conceiving, because I only had roughly a week to make it (until the deadline was extended another week), is not about driving anything at all, it is merely about looking; how much more simple can a game’s interface and set of verbs get? You are still in some kind of convertible sportscar, but you’re just sitting on the passenger’s seat.

I’ve coined the term ‘narrative exploration’ to describe Viewpoints, because the very core of the concept is about exploring, but not a physical space, like in, say, Metroid, but, instead, a space of different possible stories—a narrative space. The concept itself was shamelessly ripped from Terry Cavanagh’s Pathways —a short game I can wholeheartedly recommend—, though his execution is different from mine (I’m not quite that flagrant).

Viewpoints screenshot

Play Viewpoints in your browser (requires Flash)

Also, for this past April Fools’, I made a variation of Viewpoints and released it as if it were the finished game for the competition. I took the Out Run and Sega inspiration further, and created something quite ridiculous. I call it Winner. (It may be worth mentioning that some of the contents of this variation were taken straight from Sega-made games.)

Mar 23rd, 2009

An audio game games

Another Klik of the Month, and another game made in two (and a half) hours. This time it’s an audio game, no graphics. To tell the truth, the idea for this game seemed much cooler in my head than the result, but what am I going to do. I might make a more involved game with the general idea for this game in the future. If you play it, please, excuse my poor diction.

Download NSBD System Console (Windows, requires latest Direct X). The password is 5467.

Also, remember how Matt made music for my past two Kliks? Well, this time he didn’t, because he made a game himself. Nice!

Jan 22nd, 2009

More on lakes games

I’m sorry to bring it up again, but, as it turns out, The Lake earned ninth place in the TIGSource Commonplace Book competition, so I’m quite proud. On top of that, the game made it into an article in the PC Gamer UK magazine. That screenshot comes courtesy of Terry Cavanagh.

Jan 21st, 2009

Campodecolor got me out of college games, projects

Español

As of today (yesterday), I am a professional graphic designer. My final project, which I now refer to as Campodecolor (Spanish for ‘Colorfield’), was the same videogame I have been talking about for some time, the one about visual composition. It’s not finished as a project, but an important milestone has been reached: its first purpose has been accomplished, which was to get me my degree. Of course.

Here’s my project report (in Spanish), which is a bit out of date and a bit incomplete, but I guess it shows the main arguments that support my project. I have touched on these a bit in past posts, and I might do it further in the future, because they are based on my opinion that videogames, as an artform, can be a relevant contribution to society.

For my defense I had to —evidently— show the game, and do a presentation of basically a recap of the same points already covered on the report. On top of that, during the past week I recorded some playtests, and edited a brief video with that material to show to the committee that graded my work. It was pretty funny to watch the testers stumble around and finally grasp the mechanics a bit, though some came to the conclusion that the game was more about the music than the visual aspect, which, I suppose, is a compliment to the sound design in the end.

Campodecolor, final presentation version

I have uploaded the version of the game that I presented today (yesterday). The algorithms are still lacking, I’m afraid, but I plan to make them my top priority now. The dynamic audio is created using the minor pentatonic scale, with the sound of a Rhodes piano, as recorded by Guy Cockroft. I’m glad it sounds as well as it does, considering the notes are selected randomly from the scale. Since it seems to be crediting time, I have to thank Stephen Lavelle and muku for their invaluable help and suggestions on all aspects of my game. Also, of course, my teacher throughout this whole process, Eduardo Castillo. (continue reading)

Jan 7th, 2009

Infidelidad games

increpare (Stephen Lavelle) just released an entry for the CODEAR Single Boss Game competition that is currently running, called Infidelidad (Infidelity). Since the competition is held by the ADVA (Video Game Developers Association of Argentina), I offered him to translate it into Spanish, and so I did. The dialogue is brief but quite comical, and I had lots of fun doing the translation. The game itself is short, but sweet. Put a smile on my face.

increpare (Stephen Lavelle) acaba de lanzar su entrada para la competencia CODEAR Single Boss Game: un juego de nombre Infidelidad. Ya que el evento está organizado por la Asociación de Desarrolladores de Videojuegos Argentina (ADVA), le ofrecí traducir el guión, y eso fue lo que hice al final. El diálogo es breve pero cómico, y me entretuve bastante realizando la traducción. El juego es corto, pero me hizo reir.

Dec 25th, 2008

Family games games

As a Christmas gift, I made a game that stars my little sister (she’s two-and-a-half) and the rest of the (her) family as ‘supporting actors’, or ‘enemies’, if you will. Since I didn’t have a lot of time to make it, I went with a really crude style, probably inspired by Life of D. Duck II. I also recorded voices for everyone (and even some things, namely toys), and a brief guitar tune. The goal was for it to be surprising and funny rather than fun to play, so I made what amounts to a Road Fighter clone, but simpler. In this case, though, you guide Antonella upwards, avoiding objects and people. I called the game La Hazaña de Anto (Anto’s Feat). It didn’t take them long to finish it, but everyone got to play, so I think the difficulty was just right. They laughed and enjoyed it quite a bit. Mission accomplished!

Dec 21st, 2008

Explode games

A first: I finished my Klik of the Month Klub entry within the time limit. It is, sadly, a step down from last month’s. This time I didn’t really know what to do, until I just decided to go for this idea of exploding fireworks I had at some point. I didn’t feel particularly inspired. The result is not really a game, more like a short-lived toy. Matt helped out with the music, once again, and it really fits.

Download Explode (Windows, requires the latest DirectX).

Dec 1st, 2008

Reactions to The Lake games

I’m honored that The Lake was linked by awesome blogs such as Indie Games and Rock, Paper, Shotgun. Although some people found some hilarious bugs, and many had trouble getting it to run (due to Construct’s dependence on some recently released DirectX runtimes, but read on for more on this), the reactions were mostly positive. So, mission accomplished!

The abovementioned runtimes can be downloaded from Softpedia, if you’re having trouble getting them. They’re a hefty download, sadly. As people have commented, it’s kind of ridiculous to download over 80 megabytes to play a game that will take under five minutes to finish. Oh, well.

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Nov 27th, 2008

The Lake games

I made a very quick game (though not quite as quick as the Klik of the Month ones) for a competition that is due today. The game is called The Lake, and it’s for the TIGSource Commonplace Book Competition. The objective was to create a game inspired by one or several of the brief ideas that H.P. Lovecraft jotted down in his Commonplace Book, most of which never got turned into full stories. This is what I did; my game is not ‘based on’ as much as it’s just ‘triggered’ by one of these ideas, though.

You can download The Lake v1.0, for Windows.

My goal was to create a game that would not take me too long to make. I wanted just a full day’s work, it ended up being three, but that’s quite okay. It was created in Construct, which truly is a great promise for the future, but so full of bugs for the time being. I managed, though. The end result is more of a short interactive story; it’s completable in about a single minute, which is a common factor for all my games so far, but in this case the experience is more focused on the narrative. I’m pretty proud of the fact that everything in the game was created by me (well, except for the engine, of course), though I wish I had the time to do something more with the sound design, which was part of the original plan.

As I mentioned above, the idea for the game just came to my mind as if it was a dream when I read one of the entries in the Book. This sounds pretty romantic, but rather than describe the creative process, I want it to be apparent that I applied very few filters on this initial flash. This is why the game may not be very coherent, or have a palpable meaning; nevertheless, it’s there, and I tried to make it as close to this initial spark as it was possible in the time that I had available to do it. I think I’ve just always had a thing for surrealism and their techniques, and this is why I like this kind of pure, unadulterated slice of subconscious, which I oftentimes value more than very produced and over-thought pieces of work. There’s more to life than logic, is what I say.

Nov 17th, 2008

Where, feat. lofi games

Last saturday I participated again in this month’s Klik of the Month Klub. This time I didn’t use Klik & Play to make my game, because I had heard of a different software, modelled around Clickteam’s own (creators of Klik & Play), but improved, called Construct. It’s still in beta, but it’s a very complete package nonetheless. Much like last time, I used that very day’s afternoon to learn to use the software, scribbled a few notes on the game I was going to make, and in the evening, proceeded to spend two hours figuring out how to do stuff. The resulting game is more complex than last time’s Runaway Blast, simply because Construct is so much more capable than K&P.

I am forgetting something. Before the event had started, I told my friend lofi that he should participate too. He didn’t want to, though, so I asked him to make some music for my game instead. Luckily for me, he agreed! Truly, the game has become worthy of people’s time just because of the cool music that he provided.

What you see above is how the game looks like in its second version. Download Where and play it, if you feel like it (Windows only). This is a much improved version of what I originally submitted an hour after the deadline (because I had some trouble getting other people to hear the music; other than that, I finished it only ten minutes past the deadline). Since the original suffered from some issues I didn’t have the time to fix, I spent several hours figuring out how to do so afterwards. What I didn’t have the time for, in the end, was improving the collisions, but that’s comparatively minor.

In Where, I just wanted to make some radical decisions. I basically wrote down the first few ideas I came up with, but since it was going to be a very small game, in order to make it memorable, some radical choices needed to be made. This is why I decided to obstruct the player’s view with large floating text, and use a psychedelic selection of colors. Since these contributed to a non-harmonic experience, I decided to make the gameplay conceptually frustrating as well: descending a ‘tower’ with an avatar that can’t stop jumping. The text used itself also helps to heighten these principles. And lofi’s music felt right at home when I first played it with it.

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