Archive for the ‘October Challenge 2011’ Category
Yes, I failed miserably because I had to fix some issues in GLBasic that took too much time.
But!! The thing is done. I’m just updating a few example games now and release before x-mas. Here’s a trailer for the complete package:
GACK – gaming app construction kit
(Crosspost with: http://rs.gam3dev.com/2011/11/04/october-challenge-aftermath/)
I’ll go ahead and say it out loud in the first place: the october challenge is over, and we failed. I do not know how other people here deal with this kind of thing, but in case it is not obvious, it is hard to say this. I do not mean to be discouraging or pessimistic, but I think admitting our failures and not just dismissing them, no matter how hard it is, is an important first step towards becoming better.
While my hopes were high on having something sellable within a month, I am aware that we are still very immature concerning game making, in almost every aspect. But even in not completing the challenge, we learned something. We tried to make something from scratch, and have at least improved our technical and (on a lesser degree) game designing skills. I hope that next time we can reach play testing, or who knows actually trying to market a game.
Our problem might have been not taking one of our incomplete projects and invest the time in it, it might have been not being able to do the first things first, or even not having a plan at all. And this is where I think we can learn from failure itself. After failing we analyze the past objectively…by thinking what went wrong we can create a path forward, a path of improvement that leads to the future!
So, best of luck to every game designer out there. And congratulations to those that actually cleared the challenge!
Second “1-day” prototype for my 12 single-month games for 2012.
Final version (final 1-day prototype version) on the bottom of the post.
So as expected I didn’t get my game to a releasable state but I got some useful work done and I’m still motivated to keep working on it so I’ll carry on and probably keep posting here for now. Well done to everyone that managed to release and have made some money.
With this new video preview I just wanted to point out that Courier of the Crypts goes on with the development despite failure at the October Challenge 2011. This preview is featuring new tiles for the Marble Halls thematic and ladder transitions.
If you like what you see then don’t forget to follow the rapid development at my blog.
So, for the last week I’ve been working on a game programmed in Java called Eternities RPG (originally named after my 3D RPG I was making until my harddrive broke originally named after my game made in RPGVX called Eternities Faith before I started programming). It’s a simple topdown RPG, so far there’s only stats, art, and 1 enemy. But if people would like to keep track of the progress (which will be like, no one) I’ve been posting youtube videos of the game in developement. Eternities RPG progress update
I am a software engineering student and very passionate in video game developing. I want to know on which platform the video game, that we want to submit, must be developed?
thank you forward
Last year we did a world-wide gift exchange which was a ton of fun! I’d love to do it again, but I really don’t have time to organize it this year. If there is someone who wants to head this up, please get ahold of me!
Here’s a few things we learned from last year:
– Participating costs about $50 .. Spend about $25 on gift(s) and $25 on shipping.
– Gift must be sent out by the end of November, we try to have most gifts go over seas, so they often take 3-4 weeks to arrive at their destination.
I actually have a commercial version of my game ready, but I couldn’t get everything up and working before the end of october, since actually selling the game can be a little bit complicated…
First, in Android Market, you need a Google AdSense account, and that can be complicated to get.
And in Desura, I’m still waiting to get accepted.
I’m a little bit sad about “losing”, but it was definitely a positive experience.
And as far as getting an AdSense account running, I’ve created a blog about my thoughts on game design and everything else. I’m still a newbie at the whole thing, though, this is my first blog.
Anyways, here it is: Stories of Game Design blog!
Here’s my gameplay demo video. I’m attempting to “monetize” the game as of Oct 31st, so I’ll report back on how well that goes.
It’s been a great month working on this. The game is coming along super-well, I imagine it’ll actually be released publicly in about a month now.
After a really intense month, I’m really glad that my app finally made it to the App Store!
Apple’s review process took almost exactly seven days – and the game was approved and ready for sale just in the nick of time at 7:00 PM last night.
My game is a short and simple, yet addictive game called RUNNIN’. The goal is the use the accelerometer on your device to dodge obstacles and keep RUNNIN. The farther you run, the higher your score.
You can check it out over here: http://itunes.apple.com/app/runnin/id475156262?mt=8
If you’re broke or you don’t have an iOS device to try it out, I’ve also published it for free on the web. You can play the same game (in Flash) over here: http://www.stencyl.com/game/play/2005
I’m really glad with the way everything turned out. Four weeks ago I would never think I would have a commercial product out on the market – I’m really glad I was able to experience the entire development process from start to finish. This is definitely a huge turning point in my game development career.
Thanks, Ludum Dare!
…I have some more progress on A Fey Mood. I was able to add a shadow effect and improve the quality of some effects, as well as make the particles and shadows adjustable (as while it looks good, some effects are a bit hard on the computer). I need to add the rest of the story, and this also means adding transitions between stages and actually adding in more content. I also still need to create music and art for the game, but that I’m leaving for later, as I could get all wrapped up in doing that with no real progress. When I complete all the stages and start building assets, I’ll begin taking pre-orders… Hoping to get this onto Desura by the end of this month, at least as a WIP.