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Wheel Warrior Postmortem

Posted by (twitter: @SPSgames)
Thursday, September 1st, 2016 9:22 pm

Hey everyone, it’s Brandon from Shatter Point Studios.

I keep seeing people post these to discuss their game and overall Ludum Dare experience, so I thought I’d take a few minutes to talk a little bit about ours.

What went wrong:

  • The theme: Not that there’s anything necessarily wrong with Ancient Technology as a theme, but it wasn’t something any of us found particularly appealing, and we had a lot of trouble forming ideas. Blame our lack of imagination for this one.
  • Trying too hard: The first concept we came up with that we really all jumped on sounded really great, but once we started putting it together, we realized we had made the mistake of being overly ambitious (again!!), and also were working on something we just weren’t that interested in, just to be able to say we were making something. This was a costly mistake, in terms of time and morale.
  • Junk food: This was a rookie mistake. We’re not as young as we once were, so stocking up on junk food and staying up all night on Friday did not make for a pleasant Saturday morning…

What went right:

  • Keep it simple, stupid: When we finally did get our s**t together, it was because we agreed to make something stupid and simple: an endless runner. Once we got the basic mechanics working (which didn’t take long), we started thinking about what we could do to make things more interesting… Which leads me to my next point.
  • Make something personal: All of at Shatter Point grew up through the 90’s (except those of us that still haven’t really grown up, but whatever), with game consoles that by today’s standards could be considered “ancient technology”. We thought back to our experiences playing the original Gameboy, and how so often it felt like losing was inevitable, thanks to those damn batteries… So why not attempt to replicate that? Focus on selling an experience, rather than “fun”.
  • What a twist! While this may not be something that worked in everyone’s opinion, I personally really enjoyed promoting the “game-within-a-game”, to surprise everyone with a Gameboy (childhood?) simulator. So take that, everyone!
  • So what did we learn? Keeping it simple is a must, at least for us. Our team works better when we focus on basic mechanics first, rather than trying to create something huge based on an ambiguous “ancient technology”. Next time, we’re going to approach the timeline a little differently. Maybe instead of all night Friday, we’ll brainstorm for a few hours, then do 12 hours on Saturday, and 12 hours Sunday, then polish on Monday (and maybe we’ll eat slightly healthier). Also, we’re gonna hope for a theme that we don’t hate. But whatever.

Anyway, you can play our game Wheel Warrior by clicking here, or on any one of these other fine words. Enjoy!

We made it!

Posted by (twitter: @SPSgames)
Monday, August 29th, 2016 8:38 pm

It was a tough weekend, fraught with illness and idea-block. But in the end, we made it through our second Ludum Dare. Though we struggled (a lot) with finding a concept we liked, eventually we ended up with something small and personal; something that took each member of our team back to their childhood.

You all can play Wheel Warrior here. We really enjoyed making it, and look forward to your feedback. :)

We’re in (again)!

Posted by (twitter: @SPSgames)
Monday, August 22nd, 2016 10:49 am

Brandon from Shatter Point Studios here!

This will be our second Ludum Dare and we’re really excited. We’re hoping to keep whatever we make a bit smaller this time; I think last time scale kind of got away from us. Also, being awake for 36 hours straight definitely doesn’t help development. Lesson learned.

Engine: GameMaker Studio or Unity
Art: Gimp and/or Photoshop
Audio: Audacity and/or Audition

Anyway, we’re just hoping to make and play some awesome games this weekend. Looking forward to it!

Hey everyone!

It’s Brandon again. Just wanted to go ahead and let everyone know that we have an updated, post-jam version of WAYAWAYDH?? available to download RIGHT HERE RIGHT NOW.

This version includes bug fixes, updated controls, text boxes that aren’t horribly disruptive, some new artwork, and more of an actual progression system (you’ll unlock each form one by one, then go to the next part of the house). In general, this version just matches our original concept a lot better.

We’ll be continuing to fix up this version, while we also consider reworking it as a future project, so your feedback is important to us.

Please check it out and let us know what you think!

Who Are You And What Are You Doing Here?? – Postmortem

Posted by (twitter: @SPSgames)
Friday, April 22nd, 2016 1:30 pm

Download Who Are You And What Are You Doing Here??, well, here.

Who Are You And What Are You Doing Here (or WAYAWAYDH) is a bizarre mix of top-down stealth and point-and-click adventure. You play as a shapeshifting thief trying to steal from the (possibly evil?) rich people of Sanctuary Bay. You’ll need to impersonate the members of the Rump family and fool the guards if you want to infiltrate the house and open the vault.

So the postmortem. This is the first time I’ve ever written one of these, which is appropriate given that this is the first time I (or my teammates, for that matter) have participated in a game jam like this. It was an interesting and really fun experience, though there are definitely some things I wish we would have done differently.

What went wrong:

  • Lack of sleep! I stayed up 36 hours straight, and my teammates got minimal sleep over the first 24 hours. This really came back to bite us as we were much less productive than we should have been due to not sleeping. Next time, sleep more often, but for less time.
  • Getting the mechanics together. Because we had a few different mechanics to worry about, I started by building them in separate projects. Unfortunately, I had a hard time integrating everything (probably due to lack of sleep). Each component was playable individually, but things weren’t put together in a truly playable state until Day 3.
  • We had too much ambition. We wanted to make something a little bigger than we were capable of doing in 72 hours, so we had to scale back at the last minute. This is something we’ll have to remember for next time.
  • Controls… In the chaos of trying to get things simply working, I put a lot of actions on somewhat random keys. Unfortunately, we ran out of time and I didn’t get a chance to change them to something that’s more standard for these types of games.

What went right:

  • Level design! I was really happy with Hunter’s design for the house, and the way she used actual blueprints as a basis. I also really liked Chris’s tiles, which made it feel a lot more like an actual home.
  • I did the concept drawings of the characters, and I’m really proud of them. *arrogance increases*
  • The overall concept. We were worried about the “shapeshift” theme, but once this idea started coming together, we found that we all really liked it. We plan on having a post-jam version up in a couple of days, but we’ve also been discussing completely rebuilding it as a full game. Feedback so far seems to be mostly positive, particularly regarding the general concept.
  • The fun! We had a lot much fun making this, even despite the stress that came with it. And while it didn’t come together perfectly, we think it’s a good start. We all learned so much during #LD35, both about the technology we were using as well as about the process itself. The feedback we’ve received from the other LD’ers has been invaluable, and one of the best parts of this whole experience. Everyone else’s games have been incredibly impressive as well.

I think that’s probably good for now; We’re already looking forward to participating in Ludum Dare 36 this August, as well as continuing to work on WAYAWAYDH and our other projects. If you haven’t already played and rated it, please do so!

We Survived Our First Ludum Dare!

Posted by (twitter: @SPSgames)
Tuesday, April 19th, 2016 1:29 pm

I can’t believe we actually managed to get something submitted.

It was a crazy 72 hours, but all of us at Shatter Point are really proud of our game Who Are You And What Are You Doing Here??, which you can download and play right here.

screenshot

WAYAWAYDH is a blend of top-down stealth and point-and-click adventure. You play as a shapeshifting thief that must lie their way through the home of a wealthy (ciminal?) family and break into the vault before time runs out.

Though we know it has its issues (we’ve learned you make a lot of strange design choices when you’re sleep deprived and trying to get a game finished in 72 hours…), we had a lot of fun making it, and we hope to continue working on it in the future.

We’re looking forward to playing everyone’s games, and we hope you will check out WAYAWAYDH and let us know what you think!

Day 2 Progress Report

Posted by (twitter: @SPSgames)
Sunday, April 17th, 2016 10:01 pm

Hey everyone! Brandon from Shatter Point, again.

I’m gonna keep this short since we’re pretty much in crunch time, but I wanted to share an update.

character-sketches

We’ve got the final character art, which will be used in game as portraits during dialog. Regular gameplay is pixel art.

hero

Most of the gameplay components have been built, but need to be merged together. We still need a lot of art assets, but I’m hopeful we can get those in soon. I’m hoping a lot will come together once we have those.

We still have a bunch of writing to get done, that will probably be a lot of tomorrow’s workload. We have just under a day to finish this, but we’re gonna try our best to make something fun! :)

Day 1 Progress

Posted by (twitter: @SPSgames)
Sunday, April 17th, 2016 8:26 am

Hi everyone!

We took a little break last night to finally get some sleep, but we’re getting ready to get right back to work this morning. I wanted to share a little bit about our project for #LD35 (so far).

Our currently untitled game is a peculiar mix of point-and-click adventure and top down stealth.

screen1

Top down stealth thing

Courtyard

Point and Click WIP background

We’re doing a mix of different art styles, though we’re definitely proud of our absurdly cute characters.

screen2

Awwwwwwwww

We’ll hopefully be back later with some GIF’s showing the gameplay, but for now it’s back to work! :)

We’re in!

Posted by (twitter: @SPSgames)
Friday, April 1st, 2016 12:53 pm

Hi everyone.

This is Brandon from Shatter Point Studios. I just wanted to say that Chris, Brian, and myself will be participating in Ludum Dare 35! This will be our first ever game jam, and we’re all really looking forward to the experience.

Our tools include, but are not limited to:

  • GameMaker Studio
  • Unity3D
  • Unreal Engine 4
  • Photoshop CC
  • Gimp
  • Audacity

We’re really, really excited to finally be doing this! #LD35

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