Super Stems Post Mortem

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B4L4pozCYAAHAwj Super Stems, originally called Stems, started on a gamejam weekend, Ludum Dare 31. The theme was “Entire Game on One Screen”, which many people complained about, me included, since a lot of people were expecting the snowman theme to be chosen. Aside from that, once the theme was announced, I started to make Stems.

So what is Super Stems? Super Stems is a board domination strategy game. You have tiles and board slots. Each tile has three sides, a number attached, and adjacent sides on the board will battle. Upon battle, the higher number will win, and the losing tile will be captured. This is a simple concept that I stripped down from another game I’m planning, which has this basic gameplay with more gameplay mechanics, inventory and multiplayer in it. B4M3HkVCAAAjR2a But since I had only 48 hours to make it happen, I stripped it down to this. A few hours in, I had the tiles and placeholder models and ready to be used in Unity.

I don’t usually take much time in planning during gamejams, I usually go all in with a minimum planning and knowing what I must do and sort and solve problems as they arrive. But since Indies vs Pew Die Pie gamejam went really bad because from the lack of planning, this time around, I took some time to plan ahead and think of what I wanted to make.

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So with my plan written down and my idea right fixed in my head, I started developing the game until I had basic gameplay done. If you asked me by then, how much more time would I take me to finish a minimum viable product, I would’ve said a week, maybe less, but oh boy was I wrong. First things first, the gamejam atitude of coding this and that without taking much care, because time is of the essence, is bad. I don’t use magic numbers, nor hardcode anything. I usually take care in writing beautiful and maintainable code. So for that end, I was good. On the other hand, I manually placed the grid and linked neighbors, one by one. Since the original grid had only 9 pieces, it was fast and did the job. Finding after a few days that some of those links were broken/switched, was bad tho.. Mistake #1.

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But nonetheless, everything was in place, I had the grid, the basic Turn-by-Turn gameplay, basic animation, tile capturing, teams, score. I was just missing an opponent.. better yet.. an Intelligent Opponent. Making the Artificial Intelligence was hard. It was hard because of mistake n# 1, not having a generic grid, in which I could make the calculations required to make it easier for me. Having a properly made grid system, I could have made methods to make my life so much easier, but nooo.. I might have written the battle, capture, AI play code at least 5 times! And by this I mean, really starting from scratch. Taking pen and paper, putting it all in a new perspective. And every time I did it, something good came out of it. Every time it god better. Obviously by now, the 48h period had long gone. I was more like two weeks after the deadline, mainly because I was working on it part time, after work, 3 or 4 hours a day, and you can only do so much.

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But still after those AI changes, it wasn’t working properly yet. I wanted to make it smarter. After another brainstorming session with pen and paper, I finally tweaked the algorithm to make it the way I wanted to. You can now have decent battles with it. It will lose, but also win. So far, from online gameplay and local testing, my analytics say that the AI wins above 60% of the times, so I’m ok with that. During that time, while I was trying to get the AI right, I kept changing the UI, textures and models. The images speak for themselves.

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Right now the game is ready to be published. Its maybe not as polished as I would like it to be, but I have to release it, get feedback, and then I’ll see what I’ll do with it. I’m already thinking of other games I want to make. This is my second ‘board’ game. This one has a new gameplay type, which is good, since I always try to make new gameplay on each game. So I’ll be releasing the game in the upcoming weeks, hopefully this will get some players. At least more than my previous one.

Indies vs PewDiePie Gamejam

I’ve entered this week’s 72 hour gamejam hosted by Gamejolt with PewDiePie in which the top 10 games would be played by the man himself and broadcasted to the internets and his endless number of fans. As if making games wasn’t reason enough, having the chance to have your game broadcast to millions of his fans sure was another great one.

tl;dr : Didn’t finish the game. Still had fun.

So I’ve put up some time to make a game this weekend, starting on friday night (16 hours late), I didn’t plan much, booted Unity, Maya and Photoshop, and started to make stuff. I’ve came up with a small idea based on Boson X, and wanted to make a fast paced game. I started to model tubes or portals and a spaceship, and laid the foundation of what could be a level.

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First of, I set it all so the level would fall down on you, making the camera look up, it would give the impression of moving forward. I then changed it to side to side, only changing gravity’s axis. Which, again, I changed by making the player move so I would have realistic jumps, instead of moving the world.

About physics. I didn’t plan much of the stuff I wanted to make, I just did it on a necessity basis. So first I made a custom gravity to pull the ship back in the center after a jump. I had the world rotate instead of the ship due to jump + turning issues that would dislocate the ship to places I didn’t wanted it to go. I’ve later removed the jump and animated it, so I would have more control on the behaviour, which turned out pretty nice actually.

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I had a level, level parts, obstacles and items. I soon ditched the obstacles and put bigger ones with doors, changing the game mechanics. Now you would have to jump above the empty space in the doors. Which worked quite nice. At a certain point you would get enough speed and get to the end level and be warped to another one.

Unfortunately, I didn’t finish the game, due to lack of skill, the theme being highly abstract “fun”, mindset maybe, or just because I went to see Interstellar (which was aweeesooomee!!). Overall I worked around 20h on the game, which is not enough to make it. Mistake number one was to not plan. Eager to make something new and something move on screen, I jumped in, thinking, “mehh, It’ll be a small game, I’ll just make this and that, and it will all work”.. but nooo.. I did had to doodle my thoughts into a piece of paper when I was stuck. Mistake number two, take time to fucking plan your game!! Do not start placing things around without knowing what you want to do. Ok, I got it. Mistake number 3, due to the lack of planning, changing scope delayed progress, making it harder to see the end of it, and ultimately missing the deadline.

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Overall, it was awesome! I’ve not been making these gamejams for some time and it felt great. I’m not sad I didn’t finish it, because I’ve learned awesome stuff while making it. Now I guess, I’ll enter the next competition, letting this game go, since it didn’t struck me as fun, so.. it was a great run :)
According to CompoHub.net, The 96 Jam with rules is next, and there’s always the One game a month, so I’ll see you around ;)

Final Flapasy on Android

Hey!

So this couple of weeks, I’ve been mostly working on my Thesis, or at least should have been. But the urge of making games has lead me off track. I’ve participated in two gamejams: #candyjam , to protest against King.com and #flappyjam , to support Flappy Bird’s creator.

#candyjam wasn’t that great for me, I was able to make something, but its no fun really, and the artwork wasn’t made by me.

On the other end, #flappyjam was really nice to make. I’ve made all assets and ended up making a clone of flappy bird under a week. My theme of choice was Final Fantasy, hence the name Final Flapasy, so I’ve made a chocobo for the player and some cactuars as the enemies. I hope you like it.

You can play the game for free either at itch.io or gamejolt.com , and you can play it on your Android phone or tablet for free, obviously. Just follow the link to download it for android .

The game is still buggy, and it has no catchy tune, but I’ll keep updating it if enough persons like it and play it. :)

If you like the game, please share it with your friends and family :)

Now back to the “serious” work. :)
Cheers.

Memtiles Kids and Updates

So, I’m about to release Memtiles kids for Free. Why? Well, because no one is buying the game really. So I’m going to try another approach. I’m going to insert ads, one or two, and I’ll see whether that ends up creating revenue.

The objective here is to make some money in order to fund other games. I have some games in mind already and as soon as I get some time from my Msc Thesis, and occasional game jam participations ( #flappyjam, #candyjam ), I’ll work on two new titles I have been prototyping and playing with.

One will be of the same style of Memtiles Kids, but with a new twist and for a broader audience. The other is completely different, and hopefully challenging.

Postmortem: Memtiles Kids

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So I’ve released Memtiles Kids on Google Play and sales have been like… zero!.. Well, not zero but, 6, but only because friends and family bought the game. The thing is, advertising. Its not easy to NOT be featured in the front page, not even in launch day!.. Seriously.. wtf?

Anyway, I’m “Waiting for Review” on the iTunes Store, and hopefully that route will give me more sales. Either way, I’ll release a free version of Memtiles Kids with the first theme unlocked, on both stores and link back to the paid version when the demo completes. Hopefully I’ll have more downloads on that one, leading to an increase in sales.

I think the way to go now is to make the games free, to maximize downloads, and have in-app purchases to generate income. Noted! I’ll know that for the next game.

Talking next game, what do I have in mind? Memtiles! Different levels, different gameplay, powerups, more fun, In-App Purchases!! and it will be free! Depending on the In-App purchases, maybe with Ads.. Don’t know yet..

After Memtiles, I’m thinking of some other games, but that’s secret. :)

Memtiles Kids Released


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Memtiles Kids has been released!

We’ve finally packed the whole thing, polished the last details, and submitted the game to the Google Play Store. You can now purchase and download Memtiles Kids for Android.

It features four unique themes: Colors, Numbers, Shapes and Animals. Play through 180 different and randomly generated levels and challenge your memory!

iOS and Windows 8 releases are expected in the next two weeks, so if you want the game for these platforms, bear with us just a little longer :)

Cheers

Memtiles Development Status

We are on the final stretch!

The last art assets are being made. The 3D models are being updated and polished. The sound is being adjusted, and the game is being play tested on many different devices by many different people to make sure everything works fine when launching.

So right now is the most crucial part, the last tiny bits of detail that need to be polished. By the end of the week, the game will be in its final form, ready to launch. But first, I’m going to have to make some promotional stuff, like videos, image headers and icons, set up a website, and write a “press release” to send to blogs for possible reviews in order to advertise the game.

It’s been a long ride and hopefully all continues well as I have more games in mind to make :)

The game is going to be released for Android devices first, then maybe iOS and WP8, for both mobile phones and tablets. Maybe later on I’ll release a web build but for now, this is the plan.

Cheers :)

October Challenge.. Again!

Last year I posted quite enthusiastly that I was going to participate in Ludum Dare’s october challenge, which is “Finish a game — Take it to market — Earn $1”.

Back when I posted that, I had just found was Unity3D was and was amazed of how quickly I could do game prototypes. As you may know, I’m developing Memtiles and although I would love to say that I’m really in this year, it might be complicated. Anyway, Ludum Dare’s October Challenge is up again, so go for it!

I’ve aimed the end of the month to release the game. If everything goes according to plan, I’m going to have all the artwork ready, music, and gameplay. Then I release it, and make a marketing plan to advertise it. So I might not be making my first $1 this month, but hey, at least I’ll be finishing my first game :)

PS: As soon as I have the final artwork, I’ll post some more screenshots. :) I can already say that the games looks nothing like the Beta version. :) Its much, much better :)