We were a smaller team this time: two programmers, one artist and myself in the same room, while another artist was about 1 thousand Kilometers in a straight line from us, and we could only talk to our musician through email. We couldn’t afford to be too ambitious so… no pressure.
It’s been a while since I did any game design from the ground up. With the exception of two months doing freelance work at the start of this year, I’ve been unemployed for more than a year now and I felt a bit rusty. My focus lately has been shifting from completing older design docs, to learning Game Maker Studio, and then deciding that I should read up more on logical thinking for programming, and at the same time spruce up my memory on an easy to learn language that I was still familiar with, Processing.
This led into choosing Game Maker Studio as our framework, besides the other three local team members having some experience with it, during any design downtime I could jump into the sprite or level editor and help them out. Hell, I could even help search for solutions if we’d get stumped by some of the different ways GMS does things, I can say I’m way too experienced in that.
It begins in the middle of a highway accident involving a separate group of criminals, different from the main cast. Six of the playable characters have to find the Mole and the Hacker before the authorities do, picking up the lost loot in the process.
You can play it by subscribing to the level on the Steam Workshop, it will then appear in the list of subscribed missions.
Have fun and when you’re done playing it, I’d love to receive your feedback.
Feel free to read the rest of this post if you’re interested about some of the thought process behind this map.
As we were packing our stuff after making Eggscape, someone said something in the lines of “Let’s do this again in December!”, and since that day in August we’ve been talking about participating once more in Ludum Dare.
As the final week till LD #22 began, we followed the theme voting closely, coordinated our votes and shared the possibilities of each theme that interested us. Having learnt a lot with LD #21, we were confident that this time everything would work out better, even with two fewer members.
It was around 11pm when I left my house with a 1 hour trip ahead until I met the yet to be named Make A Game team. Having memorized half of the list of possible themes, I spent the little I could of brain waves keeping my car on the road, and tried to think of quick game mechanics suited for a 72 hour game development.
I was the last of the team to arrive; I met some new faces and joined in on the ready up ritual. There were still 3 hours until the official LD #21 theme to be revealed, so we started throwing ideas around, writing them down on our white boards and linking them to similar themes.
Look busy people…
The awaited hour finally came, and the Escape theme was victorious. We quickly (and sleepily) gathered around one whiteboard and started discussing our previous ideas, along with new ones. Among them, the Survival Tetris game was highly praised. For some dumb reason, I went to my computer and searched if someone already had done such a thing. It existed, and in two quite different forms. In one you only controlled a stick figure, and in the other you controlled both pieces and a round character. We were bummed out.
Aww… The remains of the Smash! that never was…printed. Yes, that Portuguese videogame magazine only survived for 12 months before getting canned in May 2010. The bright side of it? You can actually read it online! If you know Portuguese, of course.
This happy fellow was for a Dr. Ruth type article about players and their videogame needs, and the comic mimicked my Splinter Cell Conviction playthrough. Honest.
Classy. There was a snobbish article in need of a snobbish illustration somewhere on the last printed edition of Smash!, back in April 2010, and I couldn’t get the idea of a guy smoking a pipe and holding a book in front of bookshelf out of my head. Mix some vidjagames and voilà.
OH MAN THIS COVER IS THE BEST EVAH HOLY CRAPOLA! FFFFFFFFFFFFFFFFFFFF~
Did this for a Smash! article where I wrote about how I wished there was no more success in the gaming industry, because every bestseller introduces really bad business strategies and the consumers don’t know how to say no with their wallets.
The comic is exactly what pop in my mind when Bungie’s Creative director Marcus Lehto compared their latest game to James Cameron’s disaster movie. Finally, a dramatic love story in first person, with a lot of grenades and tea bagging.