I Love You Too Flash!

July 27, 2009

I love you too Flash! I mean Flixel, Flex and everything else that helped me port I Love You 2 to Flash! Yes, you hear it right! I’ve made a flash game!

Thanks to brilliant Flixel framework written by Adam Saltsman (I hope I spelled the surname right) and Construct’s layout editor I managed to port the game to flash.

It took me two days to re-learn AS3 (as if I previously had experience with it, but it’s not like something completely new you have to learn weeks before you can use it), learn Flixel (using the modest adjective called awesome) and code the game. I also added MochiAds. (not that I expect anything from them)

Now, it’s up and running on several flash portals.


I Love You 2: New Game!

July 3, 2009

After exactly three months without single release, I finally managed to finish something. Although not finished the way I wanted it to be I’m happy with the final result.


Quickplay (Java required)
Download (mirror 1)
Download (mirror 2)

Made for TIGSource Adult/Education dualcompo

An Abstract Sim: A desperate attempt

June 24, 2009

Something new I’m working on or just trying to work on.

It’s “Advancing Wall of Death” knock-off. It’s simple and shouldn’t pose much of a problem.

It’s a desperate attempt to fix my reward mechanisms. Am I going to succed? Who knows..

April RP Summary Part 2

May 21, 2009

If you haven’t read first part of the april rapid prototyping summary series then I encourage you to read it before reading this article. You can read it here.

4. TV Adventures

TV Adventures was my last attempt to make an entry for TIGSource Cockpit Competition. It was very simple design-wise, but visual-wise, it was a bit of a headache. That was probably the main reason I gave up entering TIGS Cockpit Compo.

As I said, TV Adventures is very simple. Basically, the gameplay is centered around changing the TV channels and trying to satisfy your avatar by switching to TV programs which show something that is interesting to your avatar and avoid bad and boring programs. The game was supposed to consist of several levels each providing you with a different avatar with unique program preferences. For example, granny avatar might be scared by porn and satisfied by cooking program. In a similar way, a middle-aged woman might be satisfied by romantic comedies and bored by politics. Apart of basic avoid bad, seek for good challenge style, I was thinking about adding the distraction factors such as TV issues – where all programs turn into static and you have to react quickly to get it working. Another example of distraction factor would be a scenario in which you play as a teen boy who is satisfied by porn but who has to make sure to change the channel when his parents come into his room so that he doesn’t get embarrassed.

Interesting idea, isn’t it? It lived for maybe two or three hours in total and then I decided to drop it.

4-days Game: The Mush Rooms

May 5, 2009

The image is not doing the justice to the game. But here it is anyway.

The Mush Rooms
Large View

You remember when I said I’ll make a *crap* game soon? Well, this is it.

I’m experimenting with graphics and atmosphere. And this is a collab. Collab with someone.

April RP Summary Part 1

April 28, 2009

Since my rapid prototyping efforts seem to be steady. I have decided to write monthly summaries for my rapid prototyping efforts from now on. This means that I’ll be writing about all of my idea conceptions I come up each month and compare them to the previous ones. For the beginning I will write a summary for current month, but I may write a summary or two for previous months as well sometime in the future.

The model I’ll be using to represent rapid prototyping process is as follows:

Step 1: Idea conception
Step 2: Phase I prototype (optional)
Step 3: Idea design
Step 4: Phase II prototype

The moment my efforts become public is when they reach step number 4 – phase II prototype. Also, step number 2 is not always present during the development of my games. For this reason I marked it as optional.

April Summary Part 1

Last month was busy. There were plenty of idea conceptions, much more than in previous months, but the number of releases remained fixed. The quality of releases as well as the publicity they received did not increase. Let’s take a closer look at first three idea conceptions.

1. Emoticubes

I made some decent effort to make a game for TIGSource Cockpit Competition. Emtoicubes makes larger part of that effort.

Partly influenced by my older experiment MICA: The Prototype, Emoticubes is an attempt to make a game around interpersonal communication. My goal was to make a game with about ten levels each representing unique social situation. Each level would consist of one emoticube (emoticon but cube) with whom players could interact using special dialogue interface. The goal of each level would be to drive the social situation to desired state.

I got pretty far with it. From idea conception to incomplete phase II prototype. I was done with assets, interface coding and basic AI algorithm, but I wasn’t able to script the situations and their different outcomes. Part of the reason was my will to build agency using broad input.

I spent about two weeks with it and gave up several days before the competition deadline.

I had high hopes for it. I fell in love with it. This gave birth to few other idea conceptions which followed this one.

If you want to check out the incomplete phase II prototype:

2. Emoticraft

I really wanted to enter TIGSource Cockpit Competition. And I really wanted to make a MICA-influenced game. So I tried to simplify Emoticubes. The first derivate was Emoticraft.

Emoticraft was supposed to be a game about controlling disabled emotional machines. Each level was supposed to be one emotional machine with one specific disability or a problem. Your goal was to bring each emotional machine to desired state by manipulating various emotions in real-time using knobs.

I loved this idea almost as much as the original Emoticubes idea, but somehow wasn’t able to come up with interesting levels.

On a happier note, Stephen Lavelle has released a game which looks like what Emoticraft was supposed to be. The game is called Untigrand and you can download it here for free.

3. Quackpit

Quackpit is the second derivate of Emoticubes. At first, the idea sounded so good that I was quite sure I will have it finished by the end of the competition. But it didn’t turn out like that.

The idea was about a doctor, a quack, who reported that he can cure several diseases using unconventional methods. You were placed in the role of the doctor and you were given several options to interact with patients. Each level consisted of several sessions with one patient who suffers from specific disease. The game was supposed to come with very basic manual written by the doctor himself about what’s supposed to work, how it’s supposed to work and when it’s supposed to work. At the end of the game you were asked to replay the game (experiment) without using several options. The point of the game was to make you aware of your methodological flaws. Namely, none of your patients improved because of your specific assistance. This can be seen by replaying the game several times using different combinations of given options.

Although it was interesting at first consideration, I didn’t really like it at second. Because of this the idea didn’t make it to the phase II prototype step.

AWOD: Progress Update

April 26, 2009

AWOD Screenshot Small

There was significant progress last week regarding my Ludum Dare entry – Advancing Wall of Death. However, the progress wasn’t as significant as expected, considering that AWOD was supposed to be my Ludum Dare 48h game competition entry. The problem seems to be that my motivation to work on this game dropped significantly in last few days. I tried to motivate myself by cutting down on complexity and simplifying the process of development, but that didn’t really help. I still feel a bit uncomfortable about working on it.

So, there you go. Another prototype of mine which ends up in my limbo and stays there for who knows how long. I decided to not work on it for a while and instead pick up another smaller concept to work on. As experience showed, I make one crap game-in-a-day after every hard work on one solid promising prototype. So, expect a crap game-in-a-day game soon.