Results for category "Twoplus Games"

5 Articles

Landshark Missile Attack’s post-LD48 MASSIVE update

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

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

Postmortem: My Ludum Dare game SUPER LANDSHARK MISSILE ATTACK

This was my first Ludum Dare ever, and my 3rd real game jam in total ever (did one Indie Speed Run and one Global Game Jam, and by far my best jam ever - each jam builds on the previous one, and the LEVEL UP that one gets at game jams are just TOO MASSIVE TO PASS UP. I hugely encourage everyone to do game jams as often as they’re able to!

My LD48 game SUPER LANDSHARK MISSILE ATTACK turned out way beyond all my own expectations. I was never good with Unity! Please give it a look :)

One thing my experience has told me is that I always write postmortem part 1 of my jams and then never get to part 2. So screw that, I’m going to do this one quick and in reverse chronological order like Memento :)

Score attack!

Another thing I was sad to not have had time to put in was score tracking, so I’m making a competition! Send me screenshots of your high score and the highest scorer this week (ending Monday 5th May) will get to design a level for SUPER LANDSHARK MISSILE ATTACK with me 😀

landsharkscore_BANNER

Adding sound

I didn’t have time to add in sound and music, which disappointed me greatly, so I played the game over some rocking track and made a video of it :)

Finishing

Eventually I detailed things a bit more, added more levels (there are three in total right now) and colour and juice and stuff and rushed it out the door in the final 6 hours:

landsharkpost07

Fleshing it out

I dropped in a bunch of objects, found some homing missile code, and went to town in a gameplay test. AND IT WAS AWESOME. So I pretty much didn’t change the gameplay from this kind of stuff:

landsharkpost_05_gameplayTest_web

And then amped it up in magnitude, and added score tracking and a timer, which made EVEN MORE AWESOME

landsharkpost06

Physics

Then I spent more than half of day one trying to get the physics for landshark working. One of the things I really wanted was for him to swim up walls… And generally defy gravity. Eventually after a lot of maths and help from other people’s maths:

landsharkpost_03_physics_web

landsharkpost_04_physicstest_web

Planning

I actually don’t remember where the idea came from. All I remember was that initially I wanted LAZERS. But that was hard so I went missiles :) This was my “project manager” over the weekend:

landsharkpost_01_book

What went wrong:

  • Very little actually, I was REALLY surprised.
  • Lack understanding of Unity physics (or indeed any maths physics), of Quaternions, of Vectors, etc, made it really really tricky.
  • Didn’t budget time for sound and interface.
  • I wasn’t sure what the scope was from the beginning and built as I went
  • Spent a ton of time on swimming up the wall mechanic… But didn’t end up using it a lot. It was one of those REALLY out of the way mechanics that had all sorts of mad implications that I couldn’t have considered when I was making it. Like falling into the infinite sky 😛 But it’s not really so much “wrong” as “something I can explore more” :)

What went right:

  • Being surrounded by other jammers, we could all ask each other about things. It REALLY helped everyone 😀 Jam in a herd! If it works for zebras it works for jammers!
  • I let myself go - picked a theme, basic idea, and just explored how it played. The lack of a solid, defined, “dead” goal from the get-goal for me allowed for a refreshing exploratory approach to this jam.
  • Not having to justify every decision, thing to try, etc in a team made it really easy to rapidly try and discard ideas. Not that I don’t appreciate being in a team. I really missed being able to specialise and do what I do best and let everyone do what they did best. Good for time, less good for focus and attention to detail.
  • Google Sketchup. Seriously, it’s the only 3D program I know and without it I wouldn’t be able to make ANY 3D. Well, besides the cubes and spheres. Thanks for the fish shark!
  • Unity. I give it lots of hell, and it gives me lots of hell, but without it I would never ever have made something that looks so big in such a short of time. And this applies to EVERYONE. It’s a great big sandbox, all you have to do is to find how other people did what you want it to do… And remember syntax XD

It was truly fantastic! I’ll never ever miss another Ludum Dare EVER! 😀

Give SUPER LANDSHARK MISSILE ATTACK a go!

Prototyping Cartel - A city building, combat & traitor game

First of all, I’m looking for playtesters! The Print and Play component is being tidied up at the moment, but if you’re at all interested, please get me on my twitter, leave a comment here, or email me at twoplusgames at gmail dot com!

After a couple of playtests, some major tweaks and overhauls, I’m happy to show you my latest card game design - Cartel V3.0! 😀

Cartel is a two to four (tentatively) player game where you play the head of a corporation in a Cartel. On the surface, you’re building a metropolis of thriving commerce, but in the shadows, you vie for dominance against other Cartel lords by racketeering for territories with your hired muscle and manipulating the City by pocketing shady officials… But careful, rely on corruption too much, and everyone may be snitched out by a traitorous member of the Cartel!

Isometric stacking buildings with cards!

The design of this game began with the idea of cards that make isometric, stackable buildings. This idea lent itself to a game of territorial control - and as I’m the BIGGEST Netrunner fan in the world, it had started as a game called Corporate War - the name of a Netrunner card. (How’s that for a piece of pointless trivia :P) I’m not going into the history of this game much more than this 😛

Isometric stackable buildings with cards!

At the heart of Cartel are these buildings, or floors, or businesses, which give you points when they’re A) controlled by your thugs, AND B) placed correctly. There are four types of businesses in the game, each only generating benefits when placed in their preferred spot:

  • A - Anniewares General Stores are worth one point anywhere in the city. They are unrestricted in placement because Seven Elevens don’t care where they are.

  • T - TopTech Technologies are worth three points when they remain at the top of a building at the end of the game, because tech giants need a view.

  • G - Groundhog Coffees are worth two points when they’re on the ground floor, because I’ve never seen a Starbucks on the second storey.

  • D - DoubleDown Casinos are worth three points when they’re connected to another Double Down, because casinos need to be big.

The businesses are set up in the City, and each cartel boss vie for control with…

The Muscle

The thugs are what keeps what’s yours yours, and helps you move into what’s not yours. As you build businesses in the City, you gain more members in your gang, which you use to move around the board and control buildings. Conflict may resolve in the removal of opposing thugs if you manoeuvre a superior number into the right place!

Thugs are also one of the ways that the game may end - when any player reaches 10 thugs in their gang, the game ends because one of the gangs has reached super notoriety, and scoring commences.

The Muscle vs The Muscle

No honour among thieves

There is another set of cards that represent city officials, the proud people of City governorship… that you can get into your pocket to do your bidding. In addition to adding to your score, each personality has special powers when you buy them into your service: Constable Fernandez can call a police raid and force all thugs in one place to evacuate their current location, Senator Johns is less subtle and can pull two thugs outright off the street with a crackdown order, and Warden Manny can keep your thugs from being thrown off the streets entirely, returning them to play as long as you have Warden Manny in your pocket…

Get City officials in your pocket to do your bidding.

…So why would you ever lose Warden Manny? There is more than one copy of every pocket card, so when you hold any pocket personality, when someone else plays another of the same name, yours is immediately discarded. The corrupt are fickle by definition!

Pocket cards also provide the second game-ending condition - The Snitch. When corruption becomes impossible to cover up, one of the cartel lords can turn state witness and rat everyone out, ending the game. The Snitch is worth A LOT of points. How much? I haven’t decided yet - it’ll require a heck of a lot more playtesting to get a feel for the points. It should be a large enough payout that it should win any game outright, but it should also be possible to overcome if a player has a solid enough stranglehold on the city’s territories.

The Snitch

Join me in The City

So that’s about it for the game. There are a few things I hadn’t spoken about like the road cards, which provide a sort of a limit to where buildings can be started, as well as the payment for for building up being discarding of cards, and the way you generate resources (card draws per turn) by occupying a tall building, but those are details that hold the game together while the exciting stuff happens. I LOVE thematic games, and with Cartel my goal was to create a game where you actually feel like a criminal lord jockeying for territory, using every available resource, while the cloud of being Snitched out hangs above everyone’s head.

If you’re interested in helping me playtest Cartel, just get in touch with me (leave a comment here, or get me on my twitter, or email me at twoplusgames at gmail dot come) and I can send you a Print and Play copy of the game when it’s ready! (It’s still quite messy right now despite the clean look it has in the photos)

Thanks for reading!

 

And thus, Twoplus Games was born

About two years ago, I went to AMAZE, joined MakeGamesSA.
Nine months ago, I showed a prototype (my first substantial one) at a meetup for the first time, Battle Blocks Bear Chuck.
Five months ago, I showed Bear Chuck at rAge Expo.
A month ago, we presented Dead Run to MakeGamesSA.
Today, Dead Run is on its way to completion and release.

It’s been such an incredible journey, and there’s so much more to do, so much further to go:

Much of the wisdom in MakeGamesSA taught us that we needed to take Dead Run to the world under a brand - because no matter whether you make money or not from creating your game, the most valuable thing you can build your act of creation, is a brand. It’s the thing that builds the story and continuity around creations, and not individuals. It allows the games to flow from one to another, and not live or die by an individual.

And thus, Twoplus Games was born.

logotwople
Twoplus Games site
@TwoplusGames on Twitter
TwoplusGames on Facebook

What does Twoplus mean? Besides the obvious link to my name (let’s just get the pun out of the way, it had to be done :P), it means several important things to me.

Twoplus players

I’ve always loved the old days of gaming - do you remember Bomberman? Tetris Attack? Super Puzzle Fighter? Those games on your old SNES, where you spend hours perfecting that perfect move so you can beat your buddie/s one more time in those 5am marathon sessions? When you screamed and groaned when your perfect strategy was foiled by either dumb luck or superior play?

I loved the spirit of what I call couch versus gaming. Two people, or more, duking it out. I wanna make THAT. Modern examples like Towerfall and Samurai Gunn really captured the essence of that, and I wanna make experiences like those.

Twoplus ideas

Then I’ve always wondered about genres and mashups. Bear Chuck came from mashing Angry Bird style tossing of things with my favourite versus game genre, the arcade puzzler, as well as throwing platformers for good measure. Alchemically combining two or more ideas together? That’s also what Twoplus is about.

Twoplus spirit

There’s also a bit of a philosophical thing going here - I’ve never believed in being number one. I wanna be number two. Being number one often means playing dirty and doing “whatever it takes”, and the idea of it to me lacks “balance”. I’d much rather be pretty damn good and not have to be unnecessarily perfectionist, as diminishing returns guarantee that your time will be better spent on creating something else than to take that 99% that you’re working on to 100% with another 2 years of your life.

 

Come visit Twoplus Games on our (under construction) site, on Twitter and on Facebook :)

 

A toast - to gaming excellence! :)

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