Posts Tagged ‘infiltration’

Well its’ there

Posted by
Sunday, January 12th, 2014 5:12 am
Hello to everyone ! 
I just submitted pet theft as an entry to the mld48 (link).
The game and rules are accessible on my personal webpage (link).
I don’t consider it as finished, and I’ll spend part of my afternoon trying to improve it. I’m actually waiting for feedback from my friends, and trying to make sure the game levels seem balanced. The problem with multiplayer games is that they are actually hard to test by yourself :).
My little brother told that the sound gameplay was underexpoited; I agree with him and think that it’s an interesting idea that deserves more experimentataion. But using puzzlescript as an engine constrained me in this regard. I have one or two ideas to make it more interesting that I’ll also test if I have time.
screenshot

I wish good luck to all of those who are working hard to ship their probably-more-ambitious-than-mine game on time.

Cheers,

Steve

 

Update: here is the link to my timelapse

Kmembert – A puzzle/Infiltration/Action game – Post mortem

Posted by (twitter: @benoitfreslon)
Tuesday, December 17th, 2013 3:20 am

Kmembert

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PLAY KMEMBERT

Game description

Kmembert (Camembert: A delicious french cheese) is a puzzle/infiltration/action game :). The gameplay is quite simple: You are a cheese and you have to kill all nazi mice in one shoot. Get the cannon bullet and trick the mice in order to kill them all in a single shoot. 9 levels are playable. HAVE FUN ^^!

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Post mortem

It was my first Ludum Dare compo. I just be informed of the event 4 days ago. My weekend was busy but I was motivated to create a simple game saturday morning with the theme “You only get one”. I already participed to the “Global Game Jam” twice, but the Ludum Dare is a different challenge.
I cumulate 17 hours of work for this game.

Gameplay
I found the idea in the first minutes: Get the only one bullet, trick the enemies to manage to kill them all in a single shoot.
The controls are simple and the top view allows to create less graphic assets and less code. I’m a big fan of “Metal gear solid” and I recently played “Hotline Miami”. So I unconsciously designed game mechanics with this game in my mind. I always wanted to design a game like Metal Gear Solid :). Therefore mice can run after you if they see you and you can play with the doors.

Level Design
I modified the mouse behaviours 2 hours before the deadline. So I redesigned the levels accoring the modifications.
I tried to design 9 levels with interesting challenge. I think the levels are fun and you also can understand all puzzles quickly. But I had no time to playtest the levels to another players. That’s why the game needs different mice with different behaviours and more balance.

Graphics
I didn’t want to use human characters, zombies, aliens or monsters. So I decided to imagine a coherent situation with uncomon characters according to the game mechanics. A humanoid cheese against nazi mice ? Why not  :). I’m not a 2d artist but I tried to design simple characters and animations quickly. A pen tablet is a good tool :).

Sounds
Unfortunatly I didn’t have the time to play on my guitar some cool riffs for the background music. The sound fx are just simple homemade sounds of my mouth :).

Tools
I’m a Flash game developer since 2004 so I create all assets, animations and code with Flash. I used the World Construction Kit library. It’s the Box2D physic engine with a WYSIWYG layout, very usefull to design levels. I also used simple libs : TweenMax, Flint. I used “Flash Develop” and I created some assets with Photoshop and Audition.

Conslusion

It was a great experience! Sometimes I watched streams of few developers around the world. I also earn some skills in code with box2d and in graphic design. I found my game interesting but it needs improvements :).

Now I’m gonna play some LD games :).

See you!

Follow me on my blog: http://www.benoitfreslon.com

Demon Infiltration – LD27 Post Mortem

Posted by (twitter: @zekyonD)
Monday, August 26th, 2013 10:52 am

4

Play here

This was my third LD and I can say that has been the best.
Why? because I think I had create a good game in less than 48 hours, but even so, I’m not happy with the fact that I made it using Game Maker. Ok, the use of Game Maker isn’t anything bad, don’t get me wrong, but I was learning java and libgdx since three-four month ago and I wanted to check my knowledge in this LD.

Why I didn’t use libgdx then?, I had not time, this was a weekend very evenful and the priority was create a good game.

Well, here is my Post Mortem:

 

What went good?:

  • Graphics and gameplay since the first day

The gameplay was very easy to program, only a basic platformer with an stealth system, basically if the enemy is looking right and the player is near of his right, he kill the player instantly.
And the graphics palette is of 6-7 colours in total, what made more easy the process of design.

  • I’m learning a lot about GML functions

This was my second time using Game Maker and I was a bit lost. Even so I kept forward and I learned a lot about it

 

What went bad?:

  • Bugs, a lots of bugs

I thought that my game had less quantity of bugs, but no, it had a lot, so I spent all the day of today fixing it.
I think now the game works properly, however, it surely has some bugs waiting to be fixed, so if you find one, please let me know.

  • Few levels

As I say before, I had not enough time for dedicate to the ludum (only the nights) so the levels was reduced in number, only three of six planned in the start.

  • In my opinion, bad theme

Seriously, what kind of theme is 10 seconds? I hate be a hater (excuse the repetition), but was one of the worst themes in the votation, “Death is useful” or “You must leave it behind” would have been a lot better.
10 seconds is nearly to obligate to create a game that hurries you and I hate that type of games :/.
At least have been better than “minimalism” ¬¬

  • My english level is ridiculous

Yes, and because it I commit some typos on the game. I would apologize to all the people who is leaving their eyes on this text. Seriously, sorry.

Thanks for read!

 

Cell 22 it is!

Posted by (twitter: @Pitoum)
Sunday, December 16th, 2012 4:24 pm

We ended up to agree on a name for the game: Cell 22. Meaningfull, isn’t it?

So, after almost 48 hours, graphics are done. I’m still working on dialogs and scripted sequences (what kind of idea is this >_<?). Tomorrow will mainly be about polish and fixing some bugs to make it as most enjoyable as possible. It’s kind of a “pot-pourri” but I think the player could appreciate the choices we let him. We hope you’ll find them coolcoolcool!

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