Results for category "gamedesign"

16 Articles

7 Games in 7 Days in 30 Games in 30 Days

We’ve just completed the 30 Games in 30 Days Challenge with Gamelogic’s Grids in Gamemaker Studio! 😀

Grids is a superb plugin system for game devs that lets you very easily and quickly create things that make use of, well, grids. Gamelogic had started with a Unity version of Grids, with which they first ran a 30 Games in 30 Days Challenge to show how easy it was to use, and in the previous month, they ran the challenge with their new implementation of Grids for Gamemaker: Studio.

Twoplus Games were approached to make some of those games, which we were very excited to do. We took on 7 games in 7 days, for a nice, round week of solid prototyping jamming. It was super fun! The App Factory was also involved and made some great stuff.

The best of the batch

The ultimate goal of any game jam is to explore ideas quickly and quickly find out what works or doesn’t work. Quickly 🙂 Did I mention quickly? 🙂 It is specifically with this in mind  that we’ve made our seven games in Grids Gamemaker. And here they are – in order from our most to least favourite! (Because we are critical of our own work :P)

 

Tetrifender (tentatively re-titled Krigsskibe)

Play it here!

Tetrominos are fascinating. Mathematically, one block is the same as another. But join them up and you’re inevitably left with gaps. Tetromino games are always about packing the most into the smallest space, which is kind of what Krigsskibe is about – but with a twist.

Enemy ships are invading, and your defences are your blocks. Create a square of 2×2 blocks and you get a turret that fires back. But the turrets also take one hit to dismantle as opposed to the four hits the blocks could have defended your base with.

It’s a game of juggling economy, positioning and reaction. Really a lot of fun! Definitely one we want to take further.

 

Pixel Perfect (tentatively re-titled Make This)

Play Make This now!

Another exploration of the world of Tetrominos, Make This is as simple as it is devious. Place tetrominos in the grid to make the target shape, which will be automatically removed once it is formed. The challenge comes in making the best use of the “garbage” left behind each time, as space gets tighter and tighter, and you inevitably run out of space to place your tetrominos. Relaxing, thoughtful, a bit zen, and a bit creative. I enjoyed this one 🙂

 

Convader

Play Convader now!

For those who’re geek enough to recognise Conway’s Game of Life,  Convader is a game that tries to use the famous mathematic life-simulation (click on that link for a full explanation of it) in a game. It’s really basic at the moment, but in future I do plan to take the concept much, much further. For now, it’s a fun little toy.

 

Add Down

Play Add Down now!

Add down is like a crossword puzzle, but with numbers. And addition. Dragging a number to a neighbouring block adds the values, and drops the 1 if it goes to two places. (For example 7 + 6 = 13, which would be 3). Your goal is to make as many numbers as you can before you can’t make anymore!

 

Hex Raid

Play Hex Raid now!

Hex Raid is a visual experiment – using hex tiles to simulate 3D space, you play the role of an intrepid magical raider of this shapeshifting tomb, and must collect as many coins as you can before the time runs out. The time is extended by each coin you collect, so go go go! However you can only move up one step, so whenever you feel stuck, you can use the power of the mystical coin to shift the land beneath your feet! Whoa!

 

Cave Lander

Play Cave Lander now!

Cave Lander is an experiment in procedural level generation, and a take on the classic Lander formula. Fly around the cave to reach your destination before your fuel runs out… Remember that gravity hurts, and to refuel before you run out!

 

Hexavity

Play Hexavity now!

Hexagon Gravity. An experiment in gravity in a grid… Shift the gravity in one of the six hex directions, watch them hexes fall into place, and make matches when anything falls in a row of 3 or more!

Now for an impromptu lesson in game design – This game suffers from what’s known as lack of agency – the player has one of six choices to make (five if you don’t count the direction you’re already going in), and not one of those choices are really predictable of success. It’s next to impossible to tell which hexes will land where after a shift, so… it’s not a lot of fun.

But it only took a day, and that’s the point of prototyping! Only in testing can one quickly find out what works and doesn’t work with an idea. In this case, the shifting hexes were pretty to look at and interact with, but the condition of play less so. We’ve learned this in a day, and that’s what counts most!

 

And there you have it – our seven games within the bigger project of Game Logic’s 30 Games in 30 Days Challenge. A great big congratulations to everyone involved, Gamelogic for the call to arms, The App Factory for also making some damn fine games, Liam Twose for the #30DayDev concept!

AMAZE 2014 Joburg: Hypertalks

hyper_02

A MAZE 2014 in Johannesburg was as usual a mind-blowing event. Gathering indie game developers from all around the globe to our humble city, this the third A MAZE marks two years from the day I discovered game dev as a possible career choice, during A MAZE 2012.

There were many many great things at this A AMAZE, meeting amazing people, listening to amazing things come out of their amazing minds. All of which can be found on the A MAZE Youtube Channel. A week’s worth of amazingness.

Here however, I want to show you the Hypertalks – talks by amazing people to show you that 5 minutes is all it takes to get you thinking. A MAZE had just released these videos (I had shaky iPhone shot versions which sucks, these are much better)

My favourite one is David Hayward‘s one where he plays Super Hexagon while talking about how it’s like his (other) favourite hobby 🙂

Here they are! Enjoy!

 

rAge 2014 + Debut of Beat Attack

The rAge Expo has always been a landmark gaming event in South Africa, and this year has been no exception. Twoplus Games was there with a gaggle of fellow indie game devs with MakegamesSA and  to show off some top-notch home-brewed entertainment!

Dead Run, of course

Arthur Godstruck on Dead Run

 

We took two games to rAge, and the first is the soon-to-be-released endless twitch zombie-bashing runner Dead Run, which has repeatedly surprised us with how much people love playing it even in an expo environment – see, it was designed for quick play sessions while waiting in a queue, but instead people were queuing up to play it. It brings a smile to our faces 🙂

You can play the Dead Run expo build right here: playdeadrun.com

Dead Run will be coming out soon on iOS (it’s sitting in the approval process which has had unforeseen hiccups), with Android and Windows Mobile to follow.

Beat Attack, the debutante

Pre-apologising to all @MakeGamesSA guys exhibiting with me at @rageExpo 🙂 #nightattheroxy

A video posted by Steven Tu (@tuism) on

The second game we brought was Beat Attack, a game we had been prototyping in the last month or so. rAge was the first time we had shown it to the public.

Beat Attack is our rhythmic one-button love letter to combo-licious competitive block-matching puzzle games – it  was designed because we love versus puzzle games like Super Puzzle Fighter and Puyo Puyo, but couldn’t really find any that worked with my iPad. So we made our own! We also love DDR, and it all just fit so beautifully together. But more on Beat Attack’s origins later. Beat Attack was super well received, the simple one-button competitive play was a joy to show people and just watch them fall into the game, trying to get better and beat their friends’ ass. Which is exactly what we want out of Beat Attack!

You can play the Beat Attack expo build right now too: twoplusgames.com/beatattack

Beat Attack is currently in alpha and is definitely gonna get finished! Stay up to date by following us on Twitter!

Pictures

Here are just some of our photos from rAge, you can check out our full album for more photos!

These bad boys played at least 4 hours of Dead Run, coming back again and again to whack ever more zombies. Kudos!

Saturday’s Dead Run high scores!

The Akatsuki ninja trainin on Beat Attack

A heated conclusion to a heated game of Beat Attack.

Cartel updated, design mock-ups, better rules, Print & Play Files out now!

Cartel is a card game that I’m working on that’s in prototyping stage. You can get the Print and Play files here.

Cartel’s got a big update!

Mockups of the card art (not the design in the PNP, they’re for experimenting with layouts and legibility:

 

card_business     card_building

card_back     card_pocket

 

But wait, there’s more!

  • Completely reworked print and play files, much more white! And colour added in case you want to use it. But you can play in black and white too.
  • A couple of cards were changed for balance.
  • Comprehensive overview added, read that for a quick summary of how the game works!
  • A lot more comprehensive rules – complete with illustrations to make it a lot easier to understand.
  • Card backs included in case you want to use them 🙂

Click here to Download the latest Cartel Print and Play files

Also please remember to hit the feedback thread on Boardgamegeek – any and all feedback and constructive criticism welcome!

Landshark Missile Attack’s post-LD48 MASSIVE update

Landshark Missile Attack started its life at Ludum Dare 29 as my first solo jam :D

Play the post-compo updated version here:
http://www.twoplusgames.com/landsharkv2

Changes include:

  1. A thumpin’ track by Tim Harbour! Unfortunately hadn’t gotten to sound effects yet.
  2. Focussed on one level, removed others for now.
  3. Screenshake! Of course!
  4. Removed time limit.
  5. Fixed stuttering bullet time.
  6. Health + death mechanic added.
  7. Eat people to heal.
  8. Removed swimming up walls for now.
  9. Added enemy dropship.
  10. Aerial dodge – double tap forward, left or right while airborne!
  11. Missiles and dodge energy reload when you land.
  12. So wow, so much. Can’t remember.

So, some questions for you if you had time to give it a go:

  1. Did you find it laggy? Was the performance much different between the Windows and the online version for you?
  2. The direction I’m heading in is “Crimsonland in 3D with Bullet-time and possibly multiplayer”. How does that sound to you?
  3. How does the handling of the shark feel to you? Are you comfortable with jumping, aiming, and aerial boosting?
  4. How “fair” does it feel to you? How’s the challenge at the moment?
  5. Did you see any blatant bugs?

Play (web) or download SUPER ANDSHARK MISSILE ATTACK POST-COMPO EDITION V2!

And tell me if I went in the right direction since the original LD48 entry! XD

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