About manofdoom (twitter: @ManOfDoom)

I make games. Duh.

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GAME DONE! A_VOID IS COMPLETE

Posted by (twitter: @ManOfDoom)
Monday, August 26th, 2013 3:34 pm

Despite a proper hectic weekend I finished my game in time.
A_VOID is a procedural avoid-em-up with a glitchcore theme in which the levels start to break down after 10 seconds.
Really pleased with this one. About 12 hours dev time total.
Hope you enjoy it guys!
(PS- it’s windows only, made in GM7 so no options for porting to other platforms)

Screenie for A_VOID

About 1.5 hours in

Posted by (twitter: @ManOfDoom)
Sunday, August 25th, 2013 1:04 am

So I started this yesterday morning before work then had guests so I’ve only managed another hour since then.
So far I have most hazards in, basic death conditions, and simple map generation.

It’s a game about escaping unstable dimensions before they begin to collapse after 10 seconds elapses. I originally brainstormed it for the glitch theme then added the 10 second mechanic after the announcement.

I already made a 10 seconds themed game for EGP a couple of years ago so I think that helped a bit.screenshot125

Mockup Majobs

Posted by (twitter: @ManOfDoom)
Sunday, December 16th, 2012 2:02 pm

Made most of the artwork now. Just need to do some event cards. I think pixel art and boardgames could be a pretty neat combination, two lovable anachronisms.

Mockups of what it will sort of look like when I print things out tomorrow. Gonna have to enter it into the jam in order to ensure that the rules work right and I have a physical copy.

Images!

Flat mockup
With perspective

Massive change of direction

Posted by (twitter: @ManOfDoom)
Sunday, December 16th, 2012 9:49 am

Well I did literally nothing yesterday other than mental brainstorming after being taken by surprise by the theme. After trying to formulate a structure to my main idea which was about post traumatic stress disorder, I ended up doing some things I’d already planned for the weekend and playing some board games and drinking.

Then suddenly I decided to make a board game instead.

You’re B Movie monsters (parodies of Godzilla, Mothra etc) and you gain points by smashing up buildings in the presence of news crews. You’re in direct competition with other such monsters who have the same goal, and must also deal with the military who get in the way.
Luckily I have loads of board game paraphernalia that I’ve never used, so I managed to work out the ruleset before even making anything.

Checkerboard
Anyway, here’s my first art asset, which is a custom checkerboard for the game. The ruleset is in and though it needs tweaking is fairly effective, so mainly it’s just whipping up art and testing it a bit and then I’m done! Board games are great!

In it like a car binnit

Posted by (twitter: @ManOfDoom)
Friday, December 14th, 2012 12:34 am

I’m in! But I’m also busy with work and some board game event this weekend, so I’m going to formulate a really short game that has almost no level design requirements and has more complex gameplay options and narrative elements in order to compensate.

All art assets will probably be hand drawn and fixed in Paint.NET.
All music using SFXR and LMMS.
The game itself will be built in Gamemaker7 in less than 5 hours!

Let the games begin!

Man of Doom’s Post Mortem for Ludum Dare 24

Posted by (twitter: @ManOfDoom)
Wednesday, August 29th, 2012 6:45 am

Well I didn’t finish the game, but I did learn a lot, and I had really a good time.
Let’s look into what was happening with me and the game then!

The idea:
Platform shooter. On death the game uses what killed you to apply various character upgrades so you can deal better with hazards in future. For example, if you die from fall damage enough times, you gain the ability to fly. Get shot to death? You can reflect bullets. Blown up? Bombproofing!

Bombproofing bitches!

The good stuff:
-I’ve got the hang of seriously fast, simple art, that looks half decent now. It’s all about big thick lines people!

-Even though I’m kind of sick of working in GameMaker it served me really well and fortunately I’m pretty good with it by now, so despite a whole day with no coding, I managed to develop most of the mechanics pretty quickly.

-Juiciness! After seeing this about ‘juice’ in games, I was inspired to try it out for myself. And it seriously helped. Even though my game still kind of looks like arse and the gameplay is far from balanced, it’s still reasonably fun because of all the extra little bits I put in. Obviously I could have coded more fundamental features instead of juicing it up, but I think this helped maintain motivation because it felt more like a game worth working on with that extra juicy boost.

-The mechanics work reasonably well, although they’re certainly not glitch free of current. But my concept (using death as a way to build immunity to hazards) was decent overall.

-Designing on paper is awesome! Here’s a link to a zip with all the notes I made if you fancy it!

The Bad:
-I have awful time management skills apparently, and spent most of day one seeing various people and dealing with personal tasks that I really should have organised better. Day 2 I lost 5 hours at a barbecue where I got drunk. Day 3 was actually really productive but by then it was too late. Need to organise the rest of my life to account for development time better next time.

-I didn’t like the theme, although now that it’s finally come up I hope there’ll be a better one next time. Still, the advice of ditching your first few ideas was helpful, as you can see above, they sucked! I kept going until I thought of something decent.

Overall:
I had a great time even though I didn’t finish. I wish I’d made a really tiny backup game though so I could rate some of these awesome looking entries, but I’ll have to try that next time instead.

Early Screenshot

Posted by (twitter: @ManOfDoom)
Sunday, August 26th, 2012 12:56 am

Okay so here’s the first screenshot of the game, which is now called DIESEL.
Photobucket
You can see that nobody has arms on, as they are going to be separate objects which rotate based on stuff and things. Also I forgot to make my collision objects fully invisible. Go me!

END OF DAY 1 PROGRESS

Posted by (twitter: @ManOfDoom)
Saturday, August 25th, 2012 3:09 pm

Well today has been far less productive than hoped for, as there were a number of other issues at home I really needed to get sorted.
However I’ve done most of the artwork now and decided this time around to do lots of design beforehand to get a good idea of what I was required to do. As such I’m fairly confident I can get something decent patched together tomorrow as the game should be pretty easy to code up.

Oh, it’s a platform shooter in which every death evolves your character based on the manner of death, making you more resistant to whatever killed you in some way.

I’m in and brainstoooorming!

Posted by (twitter: @ManOfDoom)
Friday, August 24th, 2012 11:55 pm

Yo yo it’s Man of Doom and I’m in on this one!
Been up and aware of the theme for about an hour now so brainstorming some stuff up.
Not started any solid work yet as due to my last failure, due to massive game inflation and decision paralysis, I’ve decided to design most of the game before I make it in order to keep things in line and know what I’m supposed to be doing.

Updates on the concept I choose to be forthcoming.

Anyway I’m going to be using:
GameMaker7 Pro for making the game
Paint.NET for making it pretty
Caustic for making awesome tunes
SFXR and Audacity for awesome sound effects

I’m not a big fan of the theme but that’s probably good as it’ll make me try something more interesting.
Good luck everybody!

Design Document completed! Now to begin the making!

Posted by (twitter: @ManOfDoom)
Saturday, April 21st, 2012 3:59 am

In Your Shadow Design Doc
Well that’s my one page design document sorted. Now I just have to finish cleaning my house and I can finally start development.
I’ve decided to do a shadow of the colossus style game where you scale a giant monster with a town built into it’s body, then kill it. I hope I haven’t challenged myself to make too many art assets.

Tiny progress for tiny worlds!

Posted by (twitter: @ManOfDoom)
Saturday, April 21st, 2012 2:48 am

Okay, so I’m running a bit late. Didn’t expect tiny world to be the theme (was really hoping for build it then use it) but I can see some great games coming out of it. Not started development yet but working up two ideas currently.
In one you play as an amoeba who fights crime in a sort of scrolling beat em up style. Amoeba don’t need much animation so that’s pretty awesome. It just headbutts everybody.
In the other it’s kind of a 2d shadow of the colossus effort, where you scale gigantic beings in order to take them down. Well probably just one of them to be sensible, but you see what I mean. Perhaps the huge being could have it’s own ecosystem as it’s so huge?

I’m in like a… tin?

Posted by (twitter: @ManOfDoom)
Tuesday, April 17th, 2012 2:03 pm

Hey I’m going to take part in this one. I may have completely failed the last full LD I was in, but the MiniLD for the Pirate Kart was brilliant so I’m totally in on this one. Plus it’s a year on since my first LD! Good times!

Anyway I guess I’ll be using Gamemaker as that’s what I use to make games. Also I expect Caustic for Android to do some tunes and SFXR/Microphone for sound effects, with Paint.NET doing anything GM’s sprite editor can’t.

See you Saturday!

Just woke up!

Posted by (twitter: @ManOfDoom)
Saturday, August 20th, 2011 12:49 am

Well I seem to have missed the first few but that’s cool. Also wasn’t expecting ‘Escape’, which I think it a pretty good theme.

See if I can come up with ideas whilst I sort out my hours and then go crazy making a game of awesome.

I’m in and stuff

Posted by (twitter: @ManOfDoom)
Wednesday, August 17th, 2011 7:32 am

Hey guys I’m in. If this is starting on Friday I think I may be fairly busy then but I’m totally free Saturday so will be devving like a boss then.

Gonna be using Stencyl as I’ve had a fair bit of practice with it recently and have it working on a better computer now, as well as the usual LMMS, SFXR, Paint.NET etc.

War is upon us!

Posted by (twitter: @ManOfDoom)
Tuesday, July 26th, 2011 3:44 pm

Just thought I’d announce my intention to enter the Mini LD this weekend. My wife is away volunteering so I’m free to spend all my time making games.

Not sure what I’m going to create really. I want something relatively simple to build as it’s going to be done in Stencyl, but with lots of potential for fun level design. I may go for a game where you have to sneak around planting bombs on enemy buildings and then blowing them up. Perhaps it could be a puzzle/stealth hybrid or something. Who knows.

Anyway, that’s about all I’ve got to say on the matter. See you all then!

Posted by (twitter: @ManOfDoom)
Friday, May 6th, 2011 1:21 am

Hey I’m going to talk a bit about PSYCHOSOCK now!

It took me a couple of hours to develop the concept for PSYCHOSOCK. The original concept was thought up whilst brainstorming with my wife about the theme, she suggested a man trying to escape from a hospital and some item he need so he could escape, a sock for example. I then ran with this and decided to turn the item into a secondary playable character, making things somewhat more interesting. I also decided that to fit more closely with the theme, the character of the sock would be the player’s only means of offense, making it essential he take it with him and use it to deal with danger.

What went well:

I started mostly by experimenting with the visual style. I wanted something rather distinctive, different from my usual pixel art style, but also quick to produce to stay within the time constraints. I settled on a colourful, bold, childlike art style- which I feel helps the game stand out. The style itself was rather fun to work with as it meant I never got bogged down in character details and could make art assets at high speed.

From that I started to work on the basic gameplay concepts, considering things such as nonlinearity, an expansive map the player can explore, stealth systems and multiple approaches. I decided to go with none of these aside from a basic stealth system- to have done so would make it far too ambitious a concept to knock out in 48 hours. I settled on a linear basic stealth adventure, with a couple of environmental puzzles, and a basic enemy to be defeated or avoided. The character of the sock was always fairly clear in my mind- it’s a homicidal item of clothing. I originally thought of many puzzle concepts for the sock such as slipping through air vents and laser fences, but decided this was too complex and allowed him to strangle people, pick up items and flick switches; which still allowed for some basic puzzles.

Level design was a big step forward for me in this project, the rapid development process left no room for error, and I tracked every room, item and door object numerically on paper so I could immediately see how everything linked together. This was vital as it saved me a lot of headaches and backtracking by knowing exactly where each room transition object should point to, and how it was numbered. I also numbered all of the rooms, and using a few basic templates I was able to quickly design and populate the levels of the game. Going forward I will undoubtedly use this system of mapping on paper with room transitions and naming codes to keep track of my level design.

Soundwise I spent about an hour composing the two tunes in the game, just some simple chiptunes made using SFXR and LMMS. I made all the effect in SFXR in about 10 minutes, and added a little voice acting to the guards with my Rock Band microphone. The sound was a lot of fun to make and thought a lot of people neglect sound in these projects, I feel it can really enhance the atmosphere and feel of such a small project. The way it can be so rapidly generated using tools such as these really helped.

What could have been done better:

The final stage was rather rushed as I was running out of time, leading to it being very corridor based and a bit sparse. The final art assets I created for it are also noticeably rushed, as sadly I didn’t have time to make them look better.

Due to the time constraints I was unable to make much of the narrative either. My original idea was to have the player initially escape with their sock, then between each level I would have a scene where they talk and I could flesh out the characters and setting more. As it turned out I had barely enough time for the narrative that is in as it is, having to really speed draw the background for the opening and closing scenes. Perhaps I’ll revisit it and provide an updated version with the full scenes as originally intended.

The explanation of the controls was intended to be non-intrusive. I felt text prompts would break with the visual style of the game, so I put all the controls aside from movement in thought bubbles above the character’s head. This worked fairly well as a hint system, but the control for strangling guards (mashing X) did not come across clearly, leading to some people repeatedly being caught after failing to strangle them. This is unfortunate, and I have since put notes on the game page to help with this issue. Overall I feel animating these would have helped but as with most other things I simply did not have the time.

Lastly, though I think I managed to handle all the showstopping glitches, there are some left in the game. Testing is one of the most time consuming parts of any project, so I had to really cut it to a minimum. Notably one of the guards is stuck inside a locker and can’t move, and if you are caught whilst strangling a guard, the strangulation sound effect will loop endlessly until you kill somebody. On the plus side this does mean you get some further exposure to my wonderful imitation of asphyxiation.

 

Overall:

I’m really pleased with the way this project went. I feel I made a pretty good game and learned a lot about how to develop more efficiently, as well as getting to experiment with mechanics and styles I hadn’t tried before, as well as being able to release a game at the end of it. Perhaps if I’d have stayed in and not got drunk on Sunday evening it’d be a little more polished, but really I’m happy with how the whole thing played out.

Please give it a try and let me know what you think of it: PSYCHOSOCK

 

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