Posts Tagged ‘max’

The reason I missed last Mini-LD

Posted by (twitter: @IcarusTyler)
Saturday, July 16th, 2011 8:26 am


So I had to make this game for game-design-school instead.

You control a virtual-reality-submarine in several missions. Also, torpedoes.

While it is fun, it needs a few weeks of polish I couldn’t add due to time-contraints. Anyway, have fun.

Now this is over I can once again concentrate on the next challenge.


Aaaaaand I’m done.

Posted by (twitter: @IcarusTyler)
Sunday, May 29th, 2011 7:24 pm

Well, that was fun. And hard/tiring.

Anyhoo. Dirt Driller is complete! Go play.

Once I have slept enough I’ll check my screencaps to see it this makes an interesting timelapse.


“The Digger” (working title) declaration

Posted by (twitter: @IcarusTyler)
Friday, May 27th, 2011 9:16 am

In the next 72 hours I shall create “The Digger” (Working title).

Dig a hole to the center of the earth, while gathering valuables and avoiding HOT MOLTEN LAVA. Behold, the fake screenshot.

Yeah. I’m not really a fan of producing “how it’s supposed to look”-stuff. I’d rather spend the time more productively, like actually working on my game.

“Finished” game shall include
– automated level-generation
– several valuabales and hazards
– highscore-system


My LD20 warmup-game

Posted by (twitter: @IcarusTyler)
Wednesday, May 25th, 2011 1:36 am

So I made this a few days before LD20, to figure out if I can actually accomplish making a game in a short time, and also to finally get this idea out of my head.

There are Hitler-Clones. Go get them.

Go play here.

Also, mini-LD sounds fun. I shall be participating.


Post Mortem

Posted by (twitter: @IcarusTyler)
Thursday, May 5th, 2011 1:21 am

So it’s time to look back at my 48 hours of game-making, like many are doing. Let’s see what happened during the development of A Steampunk Axebot Supply Run.


What went wrong

The Theme – “It’s dangerous to go alone” was the one on the bottom of my list. Why would anyone vote for it, I thought, when there are so many interesting alternatives, like nihilism, or climbing? Why, indeed. I had nothing prepared whatsoever for this theme, and spent the first 2 hours panicking over what to do.

The Level – It occured to me only later that I could have made this in 2D, or using tile-based movement, either of which would have made creating this stuff considerably easier. Oh well.

Textures – As in “I don’t have any”. Adapting UVs is a grueling and time-consuming task,which I would rather avoid, and spend the time otherwise. Using the toon-shader for all 3d-objects was a great choice, but it would have been prettier with added textures. The terrain clashed with this. I couldn’t use the toon-shader on it (so far I know), and creating extra textures for it alone was not efficient.

Preparation – Slept too little the first day. Woke up at start-time (4am), but forgot to check the theme. Felt unmotivated and guilty for first 36 hours, bevofre I finally kicked into non-stop game-making mode.

What went right/not-so-wrong

Timelapse – It felt weird, at first, knowing that my every move was being recorded. But the video makes everything seem ultra-efficient :-)

Music – this one actually surprised me. I never really composed anything bigger, and I just aimed for something unobstrusive. I ended up with a sweet theme which fits the game awseomely, complements it, and people actually like.

The Title – No matter how good or bad this was going to turn out, “Steampunk Axebots” sounds awesome.

The Scoring system – Your profit is determined by several systems, which are based on enemies killed, health of the robots, extra fuel left, and over-healing. Each robot has an own pattern and unity set of enemies at different times, so it is quite challenging to figure out the best combination. I still haven’t.

The fuel gauge – The rockets can travel only for a limited time, before they crash. I intented this to stop players from hovering over the playing  field or leaving it, but the time-constraint added another tactical layer. The rocket takes some time to reach its target, but once it passed a certain point, reaching the other targets would be impossible. It was however possible, that the robot you tried to heal died while you were on your way, meaning you had to carefully decide where to shoot. But since all robots converge on a central point later in the game, it became at that point possible to switch targets should something happen.

3D-models – My first though was a little knight, which I would have need to animate. Unfortunately, there was no time to either animate one or learn how to include animations in Unity (note to self: learn how to include animations in unity).

Biff-Particles  – They are quite a good substitute for fighting-animations.

Healing-Particles – They look much better than I planned.

What I would have liked to add

More stages – which become increasingly complex and tell a story

A menu – Which I already had  around, but no time, and no good reason (with only one level) to implement

No introduction screen – I’ve always hated these. Dammit, I want to play the game, not read a novel! There are ways to start the game at once, and teach the player on the fly.

Destroyed robots and rockets – Which I would have added were it not for a game-stopping bug I encountered with only 40 minutes to spare

Having the title of the game appear somewhere in the first level – Like I did in Unstoppaball. I love that gag.


Timelapse, actually

Posted by (twitter: @IcarusTyler)
Monday, May 2nd, 2011 11:15 pm

So I finally figured out how to put videos in these posts. Enjoy.

Go play.

Steampunk Axebot Timelapse

Posted by (twitter: @IcarusTyler)
Monday, May 2nd, 2011 10:33 am

Here it is, in all its shining glory.

2 days of me not working, frowning, and faffing around in front of my PC, while I allegedly create this game.

View it here.

Also: HOW CAN I EMBED VIDEOS. Nothing seems to work. This is driving me nuts.


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