Phantasmaburbia

This website is no longer updating!
You can find me at Dumb and Fat dot com!

Friday, February 26, 2010

Dubloon - Final Demo!


Dubloon
A point-n-click pirate RPG adventure game in the making. There are dungeons, bosses, sidequests and secrets in a huge explorable world.

This is the final demo; the next time I release an update, it will be the finished game! Please play, enjoy, and share your thoughts!


Information
Title: Dubloon
File Size: 19.6 MB (9 MB version also available; see below)

Download Links:
Mirror 1:
GameJolt
http://gamejolt.com/freeware/games/rpg/dubloon/254/

Mirror 2:
YoYoGames
http://www.yoyogames.com/games/show/83854

LowFi Version:
Recommended for users with a slow connection. This version has low quality music, but is only a 9 MB download.
LoFi Download

Walkthrough:
If you're really stuck and don't know what to do or can't solve a puzzle, you can consult this.
Walkthrough (For Landlubbers)

YouTube Trailer:



Screenshots: (Click to enlarge)





Credits:
-Game by Banov
-Music by Prophecy

Comments and constructive feedback are greatly appreciated!

Monday, February 08, 2010

The Problem(s) With RPGs

I got Game Maker in May 2005, and shortly thereafter, one of the first games I started working on was a role playing game, better known as an RPG. In fact, you can still see the original posting (though the download links have long since been removed). I spent over a year working on it and the game was never finished.

Yoshi and Dave together?! regular overworld


Now, compare that story to this one: I started Dubloon in May of 2009. Less than a month later, I'd already made more progress with Dubloon than I had in the entire development time of my first RPG. It also looked better, played better, worked better, and was easier to work with.

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Basically what I'm getting at here is that making an RPG is hard and not to be attempted by the inexperienced. I'm not saying it's impossible, but in terms of game making RPGs pose way more obstacles than any other genre of video game I can think of. So as part cautionary tale, and part "developer's journal" sort of thing, I'm going to talk about what I've learned about making RPGs and some of the pitfalls in designing them.

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One of the first thing people always talk about when it comes to this topic is the amount of technical expertise you have to come in with. This one should seem obvious. When you talk about the inner workings of a role playing games, you're looking at a lot of data that has to be organized, computed, crunched, what have you--constantly. You'll be handling inventories, character statistics, battle calculations, and so on. It can be hard to keep track of, especially when your development team consists of one person. You need to be adept with things like arrays and data structures and all that fun stuff--this should go without saying, but I programmed my first RPGs without these, and it sucked. Hard. Projects like RPGs don't exactly go by quickly, either. The code you write needs to be functional, annotated, and organized enough so that you can come back to it even a year later and still know exactly what it does. When new game makers start off by saying they want to make their dream RPG, as I did, this is usually the reason why they're told that they can't.

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RPGs aren't just difficult to build technically, but also--if I may--artistically. Unlike games in other genres, the expectation in a legitimate, fully realized RPG is a pretty high playtime. Most independent games can be beaten within an hour, easily, if not 15 minutes or so. To account for that huge difference in playtime, you need to come into RPGs with a truckload of gameplay mechanics and ideas to keep things varied and interesting. The problem I find with a lot of RPGs is that they become too comfortable falling into boring patterns... explore dungeon, griiiiiind, fight boss, move to next dungeon. Nowadays games move very quickly, and game designers have a lot more responsibility to battle to keep the player's attention. Don't let your game grow stale! "RPG" should not be synonymous with "boring," and if you actually put some thought into how your game is paced and feels it's still entirely possible to put together a very fun, engaging RPG.

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That said, it's become clear that RPGs nowadays aren't as well received by players as they once were. I was rather painfully introduced to this fact when Dubloon went up on IndieGames back in July 2009. People had posted pretty slanderous comments--"just another RPG"--without even having played the game. RPGs just aren't as appreciated as much these days, and you can see that trend in places like Indiegames' "Best of Features" end of year lists. Most genres got 15-20 games listed under them; RPGs were lumped in with 2 similar genres and together all 3 were able to produce 10 "best" titles for the year. When it comes to the independent games "market," it takes a lot of promise to convince people these days that your RPG is worth their time. Maybe I'm reacting too strongly to a minority group of haters, but it's never a bad idea to try and innovate. Be mindful of your game's image: how will players see it? There's a reason why lists like these exist and it's important that you familiarize yourself with what the genre cliches are... so you can break them.

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Are RPGs dead? I don't think so, not at all. They're very good at giving players a very particular sort of experience, one where they really feel character growth and adventure in a way no other genre can quite deliver. What's important when making a good RPG is knowing what they're good at and what they're not so good at, and using those qualities to your advantage. When I started my first RPG, I started it just because I wanted to make an RPG, and I don't think that's the right way to approach these things. An RPG simply isn't interesting just by virtue of being an RPG. When I started Dubloon, it was because I wanted to make a game about pirates, and I decided that the best game to deliver that sort of pirate "experience" would be an RPG. Let the genre be your tool... don't be a tool of the genre.

Tuesday, February 02, 2010

Hello February

Hey, guys! So, here are some updates on what I've been doing.

Dubloon


CowboyKilla has actually taken up the bulk of my work, but before I get into that, I wanted to talk about Dubloon a little. I'm determined to finish it and get it out this Spring, even if that means cutting out areas I have planned for the game--it already takes hours to beat, so as far as I'm concerned length isn't a primary concern.

I've just made a new title screen for it, I want to get some quick reactions to it. See:

Photobucket
The old one

Photobucket
The new one


This new one looks prettier, I think, and fits the game better... and I have some ideas about how I can transition it into the opening cutscene. I also started drawing out some floor plans for the next dungeon after I got some cool puzzle ideas, but, I'm still struggling to come up with a good tileset for the dungeon. Backgrounds have always been a bit of a weakness/pain for me, honestly. I don't see a new release in the near future yet, and I doubt there will be a major release until CowboyKilla is ready for the competition.

Speaking of which...

CowboyKilla


We're now entering month 2 of development, and things are going smoothly. There will definitely be a new release on this one in February. I've been a busy bee on this one, and there are a lot of fun things I can't wait to show you guys. Here's a quick screenshot...
Photobucket

Yes--Custom mode! As you complete levels in the game, you'll be able to access the weapons, enemies and maps and use them to craft your own level. A lot of the weapons are very experimental in nature, so you might have fun just testing the effectiveness of different weapons against different enemies... while causing untold bloodshed and ruin, of course.

We plan to bring you a total of 6 levels next time we update, so you can expect a lot of exciting new content. Do look forward to it!

Misc.


Meanwhile!

I've been very active on Twitter after getting one, so if you're a fan and you aren't following me there... I think you should!

Lil Vypa, the fantastic composer behind CowboyKilla, has recently come out with a new Mix tape which I highly recommend! I'm not normally a fan of this sort of music, but Vypa's always surprisingly good and this tape is no exception. Give it a listen!

Monday, January 25, 2010

I am a Twit

I just set up a Twitter account like 5 minutes ago! I'm going to see how this works out for me. Perhaps if you like me a lot you'll follow me?

For those of you waiting on game updates, thanks for your patience! I've made some recent progress with Dubloon... I had some fun puzzle ideas and I started putting them together for the next dungeon. Still a ways off from letting you play anything, but at least I'm making some progress.

CowboyKilla is going smoothly as well. Andrew and I have a lot of cool things in store, but we're going to keep it all a secret for now :} CowboyKilla has been getting more attention than my other projects, but to be fair, the stakes are a bit higher on it.

Monday, January 18, 2010

CowboyKilla First Demo


CowboyKilla [Working Title]
A WIP collaboration between Banov and Andrew Brophy for YoYoGames Comp 05. The game also features a soundtrack by the incredible Lil Vypa.

The game's a hardcore bloodbath action game with hordes of enemies and lots of sweet weapons to kill them with. Controls are arrows + Z. Have fun!


Information
Title: CowboyKilla [Unofficially]
File Size: 4.5 MB
GM Version: GM8
Changes Screen Resolution: No


Download Links:
Mirror 1:
GameJolt
http://gamejolt.com/freeware/games/action/cowboykilla/1406/

Mirror 2:
YoYoGames
http://www.yoyogames.com/games/111571-cowboykilla

Screenshots: (Click to enlarge)


Video: Here.


Credits:
-Game by Banov & Overboy
-Music by Lil Vypa

Comments and constructive feedback are greatly appreciated!

Saturday, January 16, 2010

Collab Revealed!

Since Andrew went ahead and spoiled the game we're working on, I feel the need to one-up him, especially since the lame screenshot he posted doesn't at all reflect how the game is actually going to look/play. So, here's some juicier info.



The game doesn't have an official title yet but we've been calling it "CowboyKilla." It's an awesome hardcore bloodbath where you're pitted against an unending army of enemies with a lot of sweet weapons at your disposal. It's ridiculously fun, and development is going at a very good pace.

If you were planning on entering the YYG Comp05, I'd just give up, because the winner has pretty much already been decided. Sorry.






Also, I've made sweet progress on the iPhone side of things and I've got a working tap movement engine going. I'm going to drop my plans to recreate Crazy Over Goo, though-that's just too ambitious for my skill level. Instead I'll probably use the movement engine to make a simpler minigame. The real goal here is to get something playable on the App store.

Sunday, January 03, 2010

The Games Just Keep Coming

Happy Two Thousand and Ten!

I'm pretty bad at posting here regularly, so I'm going to give you guys the down low on what I've been up to.

Dubloon


Photobucket

Progress has been slow but steady. I have a lot of content planned for the next update, so it's still looking far off from now... sorry to those who are waiting on that. I don't want to talk too much in detail on what happens next in the game, but I will say that the end of the game isn't going to be too far off. After this next release, there will be maybe one or two more before the game's finished. In the meantime, I'll let screenshots speak for themselves.

Photobucket


iPhone


I've spent a lot of the month of December trying to make serious progress on my iPhone work. I found a great game development/physics engine called Cocos 2D and I'm going to try and master that. I want to recreate Crazy Over Goo--or something like it--on the iPhone interface and sell it on the app store. Of course, for now, I'm still figuring out how to do simple things like launch objects on the screen. The iPhone is a bit harder to use than Game Maker, I'll say that much.

YoYoGames Comp 05


For the first time in my game making career, I'm going to enter a serious competition. You can read the rules here, if you haven't seen them already. What is perhaps most exciting about this next game of mine is that it's going to be a collaboration between me and Andrew Brophy aka Overboy aka AndrewAP. No details yet, but the game we're planning is seriously awesome and will probably win, especially over anything that Brod makes.

Banov OUT.

Thursday, December 03, 2009

Crazy Over Goo - Now with Online Scores & More



A fun, simple mouse-controlled platformer with 50 short, gimmicky levels. Also featuring a level editor and tons of unlockables to keep you playing.

Hey, everyone! You probably thought Crazy Over Goo was totally finished and done with... and so did I! But thanks to some help from the esteemed UnknownGamer, Crazy Over Goo now has online scores! I also fixed some bugs and included a brand new secret for getting your click total below 650... I don't want to give it away, but it's pretty damn cool.

Your old save file will still work, so be sure to hold on to it before you update if you were using Instantplay-type browser players.

I'd like to release an extra level pack of user-created levels, but so far there haven't been many submitted! Use this new version as a chance, perhaps, to reacquaint yourself with this game and maybe put together a level. You can upload it and post the link, or email it to banovg at gmail dot com.


Information
Title: Crazy Over Goo
File Size: 3.8 MB
GM Version: GM7
Changes Screen Resolution: No

Mirror 1:
GameJolt
http://gamejolt.com/freeware/games/platformer/crazy-over-goo/171/

Download Links:
Mirror Two:
YoYoGames
http://www.yoyogames.com/games/show/80900

Mirror Three:
Host-A
http://host-a.net/banov/CrazyOverGoo.zip

HIGH QUALITY SOUNDTRACK:
(Save in the same directory as the game exe)
http://host-a.net/banov/COG_Soundtrack.zip



Screenshots: (Click to enlarge)




Credits:
-Banov, as in, me, for ALL sprites, animations, programming, etc
-Prophecy for composing the soundtrack

Monday, November 30, 2009

There Will Be Brawl

I really want to spread the word about this absolutely incredible web show called There Will Be Brawl. It's a gritty crime show featuring the cast of Super Smash Brothers Brawl; the drama is intense and believable, the acting and costumes are spectacular, and the show is written with a lot of obvious love for its source material and includes many hilarious references and in-jokes. As far as I'm concerned, it's the most entertaining thing on the internet in recent memory. If you're a fan of Super Smash Brothers or Nintendo games in general, I highly recommend it.



Watch it here.
Due to language, violence, and sexual themes, you shouldn't watch this if you're under the age of 17 (according to the site), but I expect you're going to anyway.

Saturday, November 21, 2009

Finally, Some More Dubloon!


Dubloon
A point-n-click pirate RPG adventure game in the making. There are dungeons, bosses, sidequests and secrets in a huge explorable world.

My apologies for the slow updates; computer problems and life business had slowed down progress. But I can safely say this is the biggest update to the game yet. Please enjoy and give me back your comments!


Information
Title: Dubloon
File Size: 6 MB
GM Version: GM7

Download Links:
Mirror 1:
GameJolt
http://gamejolt.com/freeware/games/rpg/dubloon/254/

Mirror 2:
YoYoGames
http://www.yoyogames.com/games/show/83854

Walkthrough:
If you're really stuck and don't know what to do or can't solve a puzzle, you can consult this.
Walkthrough (For Landlubbers)

YouTube Trailer:



Screenshots: (Click to enlarge)





Credits:
-Game by Banov
-Music by Prophecy

Comments and constructive feedback are greatly appreciated!

Monday, September 14, 2009

New Dubloon Demo


Dubloon
A point-n-click pirate RPG adventure game in the making. A swashbuckling story with dungeons, bosses, sidequests and fun exploration.

Finally, the next update is here. The game's even bigger and better than before! Your old save file will still be compatible, if you saved it.


Information
Title: Dubloon
File Size: 5.5 MB
GM Version: GM7

Download Links:
Mirror 1:
GameJolt
http://gamejolt.com/freeware/games/rpg/dubloon/254/

Mirror 2:
YoYoGames
http://www.yoyogames.com/games/show/83854

Mirror 3:
WillHostForFood
http://willhostforfood.com/access.php?fileid=85013


Screenshots: (Click to enlarge)





Credits:
-Game by Banov
-Music by Prophecy

Comments and constructive feedback are greatly appreciated!

Sunday, August 23, 2009

Forest Pirates

Hey, everybody! In the last week I've gotten a couple of messages/emails asking if I'm still alive. It certainly has been a little while since I posted anything. Personally, I don't like to make blog posts until I have a LOT to write about, so that each post is meaningful. But, starting from tomorrow and for the next 10 days, I'll be out of country on an exciting trip and so I probably won't be able to put up any updates. Before I go, I want to talk about what I've been working on.

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Riley and Ricky, the heroic townboy and his loyal monkey, make their way through a maze-like forest...


Of course my main work has been on Dubloon. I hit a snag designing it, and that lead to a near 2 weeks where I did almost no work on it. I'm usually a very dedicated worker when it comes to my games, so a break that long is unheard of. The issue stemmed from the design of a particular town and the puzzle it was based on; I kept on trying to create a puzzle whose solution was too boring.

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A slightly updated battle HUD now displays MP


Originally I wanted to include an item-trading kind of quest where you needed to talk to the right people to trade items until you ended up with the one you needed. My second attempt was even more absurd and involved finding a wig/makeup item and equipping it to cross-dress and then seduce the right person. It wasn't until my third design of the town/puzzle that I hit something that really worked for both me and the game.

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When you set sail, rather than a plain old text menu, you select your destination via this large colorful map. As you progress through the game, your map will fill up with islands and the world will seem to get bigger and bigger!


Now the current issue I'm facing is more on the plot/story side of the game, as I'm trying to justify a particularly weak plot point in which an important character is killed before he's even introduced. I'm hoping to find the right solution to that as once I've sorted out all that plot nonsense I'll probably put out another major update. At this point the game has an added 20-30 minutes of playtime from before, though this varies greatly based on how much extra exploration you do.

The farther I get into the game, the more exciting things become as I introduce new ideas and game mechanics. The game as it is now is definitely my largest and most ambitious project to date, and it's not even close to finished yet! When I do finish it, it'll be a momentous achievement, for me and possibly even for the Game Maker community as a whole...

Tuesday, July 21, 2009

On Inspiration

I'm getting a little jealous.

Every time I take a moment to look at what my indie game designing peers are doing, I see really fantastic ideas for things we've never been able to do in a video game before. They make it look so easy! I for one, have never been a terribly innovative game designer. I have rarely if ever strayed far from genre norms and my games haven't really introduced anything brand new in terms of game mechanics. My ideology has always been to take existing game mechanic tools and use them to build something sharper than what came before. I often wonder if not being able to invent something completely original makes me a bad game designer.

An example; Wolf, a project I finished last year, was a story-driven adventure game which played almost identically to a 2D Zelda game. It didn't try to mask what it was; the game was very bluntly trying to emulate the experience of playing a Zelda game. But the original Zelda was made trying to emulate Miyamoto's childhood excursions into the wilderness around his own home. You see the crucial difference here: by portraying a real-life experience, I think Zelda comes out feeling more "pure." And Zelda was, at the time of its conception, a completely revolutionary game experience. I used to explore the wilderness around my house, too, but until recently it had never even occurred to me that I could translate that experience into a video game, one that could be entirely my own.

What I'm saying here is that I think if we want to find real innovation, we really ought to look not at what other games are doing, but at our own real-life feelings and experiences. When we can portray emotions entirely with game mechanics, the results are bound to be innovative, in the same way that each person's life experiences are unique.

Looking at Wolf again, it's a game about a girl with the werewolf curse, who unknowingly transforms at night and kills all her friends and neighbors. She deals with the loss of her humanity, guilt, and worst of all, she knows that as long as she lives she's still a threat to the people she loves. Those are complex emotions. So then, looking at the game purely from a game designer's standpoint, why did I choose to complement that story with gameplay originally crafted to portray outdoor exploration? To truly do justice to such a story, the gameplay and mechanics too should have portrayed the same conflicted emotions.

Having said that, I have no idea how I might go about doing that. Maybe I wasn't born with that necessary genius, or maybe I'm just inexperienced, but I--like many other game designers--still haven't learned to convey complex ideas or experiences with a video game.

That's not to say that my games lack all emotion whatsoever. Assassin Blue's story is a simple one, about an assassin who gets fed up with mindless killing and turns on his employer. The gameplay, too, portrays mindless violence as you fight your way through hordes of ninjas and samurais, who explode in a shower of blood when defeated. But while the game's end seems to condone such violence, the actual game rewards it, so the story ends up failing to really connect with the gameplay. Dubloon, I think, might be my game that most closely connects its story and gameplay. It's a game about pirates, essentially; and to complement this, the game features a balance of open-world exploration and hidden treasures, combined with a battle system that stresses teamwork within your crew. But these aren't very complex ideas either, and certainly ones we've seen in a game thousands of times before.

I've heard people say games themselves are simply not capable of portraying particularly deep feelings, and as such have limits as a form of expression. I reject that. I want to believe that we can take complex emotions and turn them into a new and compelling game experience. This is something I want to take with me as I continue my pursuit in game design.

Thursday, July 09, 2009

Dubloon- Huge Update!


Dubloon
A point-n-click pirate RPG adventure game in the making. A swashbuckling story with dungeons, bosses, sidequests and fun exploration.


Information
Title: Dubloon
File Size: 5.2 MB
GM Version: GM7

Download Links:
Mirror One:
YoYoGames
http://www.yoyogames.com/games/show/83854

Mirror Two:
WillHostForFood
http://willhostforfood.com/?Action=download&fileid=75322


Screenshots: (Click to enlarge)





Credits:
-Game by Banov
-Music by Prophecy

Comments and constructive feedback are greatly appreciated!

Sunday, June 21, 2009

And So It Goes

It's been a little while since I posted up an update! Not because I haven't done anything, but mostly because I'm not sure what qualifies as an update. I don't want people to think I'm dead, though, so I decided to share what I've been up to.

Dubloon: (Peppered with some miscellaneous new screenshots)
Dubloon's very much been a big piece of my work since the last blog post. I actually ran into and overcame some difficulties in working on it. After I put out the first level and boss, I began to feel a sense of misdirection with the game as I continued my work on it.

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The new file select screen, allowing for multiple save files.


Ideas that seemed so good before suddenly didn't seem to work, my level designs felt uninspired, and I started to question if the game was really shaping up into anything. I think this kind of crisis can be common with any creative work, especially games, which involve so many different pieces to make a single cohesive work. I took some time off, forced myself back into it, and started redoing a lot of the new maps from the ground up--and I think it worked. As of now I'm back to working on it full-speed.

Photobucket
A town...


So, what's new in the next section? The game will start to open up more and feel a little less linear. You're presented with a clear objective, but I made sure to include some things to do outside that. Players who take a little more time will find some cool extra treasures and even fight a bonus boss battle. The characters still don't have a ship, though, so you're restricted to just one island.

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The new map screen. Mouse over colored rooms to view a description.


iPhone:
I recently got my hands an a new MacBook and the iPhone SDK (Software Developer's Kit). This has been an interest for a while, but now I'm finally going to try and learn how to develop games on the iPhone. So far it's been admittedly tough, but I'm determined to make it work. Ideally, I can start making a little profit selling low-cost iPhone games once I have a handle on the development process. Any breakthroughs I have with this will definitely end up on my blog here, but for now I'm still trying to learn the most basic of basics.

Facebook!
Just one last thing! I decided to make a page for myself on facebook to see how many fans I could get. If you're a fan of my work, why not consider joining my page on facebook? The link's here:
http://www.facebook.com/pages/Banov/91620497321?ref=mf

Not sure how to end this post, so I'm going to just end very abruptly, sorry.

Tuesday, June 02, 2009

Dubloon - New Demo


Dubloon
A point-n-click pirate RPG adventure game in the making-- now with cutscenes, puzzles, and all that good stuff. You can play through the first boss.


Information
Title: Dubloon
File Size: 4.6 MB
GM Version: GM7

Download Links:
Mirror One:
YoYoGames
http://www.yoyogames.com/games/show/83854

Mirror Two:
WillHostForFood
http://willhostforfood.com/?Action=download&fileid=68640


Screenshots: (Click to enlarge)





Credits:
-Game by Banov
-Music by Prophecy

Comments and constructive feedback are greatly appreciated!

Monday, May 18, 2009

It's My Birthday! (And some Dubloon updates)

Today's my birthday! Hooray! Despite that, I'm not really doing anything special tonight and instead right now am still working on Dubloon. I can get really obsessive/dedicated to my work; one particularly fond memory was our family Christmas dinner this past winter, where I brought my laptop to and ended up spending the whole night finishing up the programming for Assassin Blue's final boss. "Vacation?" I know not the meaning of the word.

...ANYway, I've been working on Dubloon following comments from the first engine release. Got some cool stuff going right now. The HUD has more effects and some more usability (you can now drag and drop equipped items from one party member to the other, those types of things) and the SPEC menu is now up and running-- items in the SPEC menu are dragged and dropped onto the main screen to interact with the overworld. Right now the only items I have programmed in there are keys (to use on locks, naturally), but I plan to extend it with items like bombs, or ladders, or what have you...

I also made a basic NPC system, and a merchant system. When you're in range, a small prompt appears above characters' heads telling you to click them; clicking on an NPC initiates dialog. Merchants stand in front of a row of items, and you just drag and drop the items from the ground into your inventory to purchase them. To sell an item, just drag it over the merchant. Simple and virtually menuless. I'm rather fond of how the entirely mouse-controlled interface works.

But all that stuff is boring to screenshot, so instead I'll show you some of the nifty attack effects I've been making...





Of course they look much better in full animation, but you hopefully get the gist. I might put out another release once I'm totally satisfied with the engine at this stage, and then I'll get to work actually designing cutscenes and levels and the like. There'll be a big gap before I put out parts of the game with actual plot included.

As usual, working on the game and thinking of ideas for it is seriously exciting for me and I tend to just drift off on intense brainstorms. And then I suddenly remember again-- it's my birthday!

Wednesday, May 13, 2009

Dubloon: My Next Game?


Dubloon
A point-n-click pirate RPG adventure game in the making. Right now this is just a simple engine demo.


File Size: 2.6 MB
GM Version: GM7
Changes Screen Resolution: No


Download Links:
Mirror One:
WillHostForFood
http://willhostforfood.com/access.php?fileid=66209

Screenshots: (Click to enlarge)



Credits:
-Banov for just about everything
-Prophecy for composing the soundtrack

------------
Controls and other notes...
-Use WASD or the arrow keys to move
-SPACE to spawn enemies
-The mouse controls all the interface. Drag and drop item onto the little HUD spots to use/equip/unequip items.
-If you right click on a HUD spot to open up attack info, you can drag and drop to alter each character's moveset.
-Battle works the same. Click to pick your attack and target; right click to go back.
-Sound effects are all TEMP, taken from Earthbound

Ideas for the future:
-SPEC is going to be a special inventory with items you drag and drop onto the screen to use; you could use a key to unlock a door, bombs to clear an obstacle, etc.
-The mouse will also be used to take items from merchant tables and purchase them, or to give items to NPCs.
-You'll be able to name each character, and for the main character ("Captain") you'll be able to allot his stats at the game's start.
-Obviously there's going to be many more attacks with different elements (Fire, Ice Electric)...
--------

I'd like to know if players are interested in seeing this as a full game with a narrative, quest structure, etc. Does this kind of gameplay appeal to you?

Thursday, May 07, 2009

Crazy Over Goo

It's finally here! Formerly known as "Yellow Goo Love..."



A fun, simple mouse-controlled platformer with 50 short, gimmicky levels. Also featuring a level editor and tons of unlockables to keep you playing.


Information
Title: Crazy Over Goo
File Size: 3.4 MB
GM Version: GM7
Changes Screen Resolution: No


Download Links:
Mirror One:
YoYoGames
http://www.yoyogames.com/games/show/80900

Mirror Two:
WillHostForFood
http://willhostforfood.com/?Action=download&fileid=65457

HIGH QUALITY SOUNDTRACK:
(Save in the same directory as the game exe)
http://tiny.cc/YI4Yf



Screenshots: (Click to enlarge)




Credits:
-Banov, as in, me, for ALL sprites, animations, programming, etc
-Prophecy for composing the soundtrack

Wednesday, March 25, 2009

Yellow Goo Love "Secret"

I've finally finished work on Yellow Goo Love's "secret" section, and I'd like to share it. As some people have already guessed, it's a Level Maker!.


Build a level like this...


And then watch it come to life!


The levels are saved externally with the extension .ygl... you'll be able to send your own custom-made levels to fellow Yellow Goo Love players and the like. I'd go as far as to say that this feature could be the game's killer app.

Though, I'm not actually going to let people get their hands on it until the game's finished. You need to beat 25 levels to unlock the custom level maker, and I don't plan to put out any more than the first 20 levels for now. After I clean up a few loose ends with the custom levels, I'll get back to level designing and hopefully will wrap up this game soon. It's been a surprisingly long process making this game, mostly because I've been working on it very infrequently.

Special thanks to Brod, who gave me the basic structure for the level maker and without whom it wouldn't have been possible for me to tackle.