Posts Tagged ‘mockup’

Waking up… Mocking up…

Posted by
Saturday, August 29th, 2009 4:21 am


Alright– so my food photos won’t win any beauty contests but between the bagels and the coffee I’ve got all the fuel I need for the next few hours to keep working on my game mockups.  I got about 5 hours of sleep last night after waiting up for the theme.  Before going to bed I wrote 4 game ideas down and slept on them.   Waking up at 5am EST I felt I had a good synthesis of them in my head and an idea that felt fun enough to me to get cracking on some photoshop mockups after initially doing a little writeup on the game.  For now though it is om nom nom time.  Good morning LD!

Wall of Space Doom!

Posted by
Saturday, April 18th, 2009 4:03 am

So.. finally got an idea I feel like running with on this theme:

First, the mockup!

(Click image to view larger)

Anyway.. the simple concept is you are controlling a fleet of the last ships of your race.  You are fleeing your planet as an alien armada of doom approaches.  You will be able to move your fleet up/down/left/right and there will also be a key that lets you toggle the density/pattern of your fleet.  Think of it as able to expand or contract.

You will move through the armada avoiding colliding with capital ships and what will surely be horrendous energy weapons fire as they attempt to anihilate your race.

You must get a least ONE of your ships through the armada to win.  The more ships you get through the larger your bonus at the end for saving a larger gene pool of your race… 😉

Simple idea, hopefully the scope will be one of which I can get a fun, playable game out of before the deadline is up…

The Shorty Fusetival?

Posted by
Friday, March 6th, 2009 8:15 pm

The Shorty Fusetival.. oh god no

This could only bring madness… or terror… or both!

Short Fuse + The Hairy Chestival.

I’m going for it!  This is rough mockup to get the idea down but basically instead of the old miner carrying the leaky powderkeg.. we have our miner taking up a different profession.  That’s right, he’s using the lawnmower (or is that chestmower?) from The Hairy Chestival.. only problem is that the lawnmower is leaking fuel like there’s no peak oil!  You have to mow down the dry grass (or is that… hair?) before the spark ignites your fuel mixture.  Oh yeah, for some reason the field is littered with explosive barrels that you can’t run into but that you have to destroy.  There will also be a fuel meter on the lawnmower that will run out I think as well (like the button to discard the powderkeg in Short Fuse.  I still have to work out exactly what the rewards are (do you really need one in a game so ludicrous?  😉  ) and what the dangers are.  But, I have high hopes for this.. hehe.  I’ll be using Flash.  Either AS2 or AS3.. jury is still out for this mini-LD.

Desert Road Painter

Posted by
Sunday, December 7th, 2008 10:55 am

Argh, the wysiwyg tables keep eating my text. Wysiwie tables more like.

So.. I didn’t have enough time this weekend to produce an entry but I made a mock-up and design sketch to ease the pain.

:: Desert Road Painter

This is a single button game. Press button down, paint starts spraying.. release button.. paint stops.

Your task is to repaint a set of fading road markings as accurately as possible. Each segment is rated and scored according to degree of accuracy. After 10 bad errors the game is over.

The game is pretty boring to start off with. It’s mostly just about getting a steady rhythm going and not becoming so hypnotised by the process that you screw up.

As time goes on, the desert starts to get to you. The long straight road feels static — as if only the rocks and dust to each side are actually moving. The sound of the paint hitting hot asphalt seems close and intimate. Memories start drifting through your consciousness, at first with clarity, but soon become confused and tangled with your senses.

It turns out the last guy who painted this stretch of road had the same problem. The strange creatures he saw hovering in front of him starting beating rhythms on his brain. The regular stream of painted segments became a rich sequence of syncopated markers; a secret language communicating ultimate truths about the world as it is.

Your song sucks, sing me a better one

Posted by (twitter: @mikekasprzak)
Friday, April 18th, 2008 11:15 pm

OK, forget that last arrangement. This ones much better.

Standard Theme (Day1b).mp3

(EDIT: OOPS! Wrong link!)

It could use many tweaks, but I’m much happier with the direction this is going. Remember, each change is roughly the soundtrack for a level.

Ideally, each level is a “page” from a story. The glitch part is where something happens. If I was really cool, I’d say something like the guitar represents the villain, but really at the moment it’s just several melodic layers I think sound neat.

Sing me a song

Posted by (twitter: @mikekasprzak)
Friday, April 18th, 2008 10:39 pm

Done for the day.

Spent the better half of the evening playing around in Ableton Live. I had the idea of writing a song that’d progress to the next part after each micro sized level. Here’s what I ended up with, arranged linearly.

Standard Theme (Day1).mp3

Sheeat… I’m not sure I wanted quite such a dark tone. Now I gotta make a game suit that mood.


Posted by (twitter: @mikekasprzak)
Friday, April 18th, 2008 7:58 pm

When are these?

Fourth placed interest forgotten wavelet

Are you showing?

See me now, see me again

An entry this is not, I think…

Posted by
Sunday, February 24th, 2008 5:52 pm

Considered doing something for the compo, but kept getting into other stuff (fun stuff, important stuff, interesting stuff) so time ended up running out. I decided to make a mockup screenshot instead, of something weird that could have been. Maybe. Anyway, behold:


Oh, I also happened to make an asteroids game during the compo… didn’t mean to do that, but technically I guess it could have been an entry. Not quite weird or unexpected perhaps, but at least it’s asteroids.  Windows-only.


Now where’s the Inquisition game? Me want play!!!

Pillar, in 48, in wasn’t meant to be

Posted by (twitter: @mikekasprzak)
Sunday, December 16th, 2007 6:28 pm

I’m not sure if I grossly overestimated my available time, or just wanted to do it right, but I’m certainly not going to be done by the deadline. I knew this a couple hours ago, and decided to work on things that will help me after the compo ends.

I’ve been taking all kinds of notes, and doodling many pictures. I could have probably got the mechanics working correctly by the deadline (with a keyboard based control scheme), but I wasn’t going to have time to build a level. Man, a general purpose level editor would have been sooooo nice. ;D

So instead, I’ve continued on the game as if I entered a compo that ends monday or tuesday. :)

Rather than going out posting nothing, I decided to whip up a mockup, to see if my thoughts on paper would work. So in closing, here’s the mockup image.

Pillar Mockup
The idea of the game is you control this block mass. You (automatically) walk towards other blocks and add them to your mass. You don’t jump, but can pivot yourself at any block in your body (similar to a Tetris block rotation).

Legs sprout on the lower parts of your body to give you momentum (purely visual). The face goes on whatever side the of direction you are facing. The art look I wanted was one where everything was very rigid, made of rectangles. The mockup demonstrates that well enough. I wanted trees and little bushes in the mockup as well, but I wanted the collision to be a little more obvious in this mockup.

So that’s what I was/am working on. Hopefully I can put another day or two on it, and get it somewhat playable (I have my doubts I’ll get legs working, so it’ll just hover). I’ll post it as a “post compo” game if I do.

Thanks everybody for a great compo. See y’all again in April. :)

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