So my game “The Food Chain” has been published and I like to think that its gone down pretty well. We did a few play-tests of it in the university’s computer labs and everyone seemed to really enjoy playing it. I even had my lecturers playing it (one of them said that they think it could be quite addictive) along with the students.
If you want to play my game with friends you’ll need to set up a LAN network – you can also get a feel for it by playing it yourself on two screens (but that’s hardly very fun…). Here is a link to the game in action: Play “The Food Chain” Here!
Some cool things I learnt:
- Oliver is a gaming troll and he intentionally would get bitten in order to lure the shark towards where other people were hiding their fish. (Not gonna lie… clever tactic – but a little mean.)
- Unity networking isn’t too hard – but I’m still only able to run things on a LAN network… which is a real shame. But i’ll definitely look into getting it working over the internet as soon as I have a spare couple of days.
- My laptop is a trooper and can run a good few copies of the same game at once for testing.
- SCRUM development methods go out of the window when it’s just me working on a project. Whoops.
- Amelia and Kirt are both awesome 3D Modellers – and I really want to work with them in the future!
- It’s surprisingly cheap to get some assets from the Unity Store… and they can be really good quality.
And lo: January turns to February and game number is about to rear its ugly head! Working alongside first-year games computing student Alex Saye, we are developing a game named:
I’ll post up more information about this delightful little game as soon as we have something to show!
So I just submitted my finalised build of the game to the Ludum Dare website. It’s probably got more bugs than I can shake a stick at, but I’ve fixed as many as I could find in the last few hours and added as much visual polish as I could. It’s now time to pack for tomorrow’s trip to Wolverhampton for teaching stuff and then put my feet up and have a cup of tea. I am knackered!
I proudly present “THE EVIL REVEAL” a game in which you play an evil CEO who has plans for world domination. You are about to present your evil plans to the company’s board of investors… hoping that they’ll all fall into line and become your evil minions. Unfortunately for you: All of your employees have consciences, and will eventually become scared of your insanely evil ramblings. When they get too scared, they’ll attempt to flee the room and alert the authorities! Luckily, you have an array of dastardly traps set up in order to kill and maim your enemies!
So here’s a little post mortem from my first attempt at a Ludum Dare:
What Went Well:
- Programming/Designing Speed: The time-period I had to make the game was quite tight, not only due to the 48 hour limit but also I had some other things on at the time… I’ll talk about them in the second section.
- Idea Generation: I came up with quite a few ideas in the morning for the game I was going to make, but I’d like to thank Alex Saye for providing me with the inspiration for the final version of my game by showing me this Mitchell and Webb comedy sketch.
- Graphics: I really like the style I achieved in this game, I was going for a style similar to that of Lone Survivor. I think it works quite well and its definitely different from what I normally do when it comes to art in games… not to say that my traditional style menu screen didn’t pop-up like usual.
What Didn’t Go Well:
- Lack of OOP methodology: I’m afraid I slipped quickly into a non-object oriented approach quite quickly when I started this project, unfortunately meaning I ended up with LOADS of arrays for storing different Board Member variables (like whether they were on fire or if they were dead.) One day I’ll learn to pre-plan my classes… but right now my clsSprite.cs file has never really done me wrong!
- Going Out Drinking: I kinda might have gone out drinking with friends on Saturday night. This probably cut out a massive amount of time I could have used to make the game better. But I feel that I made up for it by coding til about 6AM afterwards though.
- Sleeping In: Pretty self explanatory – I’m in serious need of a fixed sleep pattern as I keep waking up at midday. Like with the point above this cut deeply into my possible coding and asset creation time.
- Balancing Issues: The final game is a little broken if you play it right. The flame-thrower is really OP right now and it spreads like wildfire between the Board Members and always guarantees a kill. It kinda makes the Tesla Coil useless… but it’s still a lot of fun to hear a loud zap noise as the people get killed by it.
- Lack of AI: I considered having some form of AI to allow the board members to avoid getting hit by certain traps. It would have been really cool to see them avoid traps that they’ve seen other board members get nabbed by – unfortunately due to time constraints and my lack of path-finding knowledge this was to remain a dream!
Just to finish things off, here is a trailer for the game that I whipped up in about ten minutes:
I’ve been working on the game most of the day and now have a working basic prototype. I’ve got to work on the art and UI quite a bit before its completed, but things are going quite well! I’ve implemented a group of board members who each have a ‘fear/doubt’ meter, when it gets to zero, they will flee and attempt to alert the authorities to your dastardly deeds. I’ve also put in a basic trapdoor trap… but I’m considering changing it into a spike trap and making things a little bit gorier.
Unfortunately tonight is also the pre-Christmas meet-up and night out with some of my friends who have just arrived home from their respective universities. So I’m going to have to put the programming on a hold for a few hours and go and have a few drinks – I hope some awesome ideas strike whilst I’m out there so I can implement them when I get back.