Showing posts with label game dev. Show all posts
Showing posts with label game dev. Show all posts

Friday, 5 June 2015

Latest game I made with some friends

Gloobies Lab
Download it free at bit.ly/Install_GloobiesLab for Android devices now.

It is an awesome new take on swipe and combine (morph) puzzles, for the 2048 puzzle game fans out there! It is totally free to play, with currently now IAP also. Just pure love and passion that we put into this game. Published by Gamelancer Pty.

Let me know what you think?

Here is a video on it:

Sunday, 22 December 2013

My Game - Part 7 - (dev. log.) - design plans for Meemo's Planet

Yes, thanks to the GMC's (Game Makers Community's) help, I've decided on a name suggested by one of the fans to be "Meemo's Planet".

Then thanks to my good friend Nico Loubser whom helped me with conceptualising the game design specification better, I can now share my current thought in more detail where I think the game should go in this post. When there area alpha/beta/final keywords next to a paragraph heading it then means when I plan to implement the feature.

Please note that any of this can change at anytime, I will see if there are any wiki type addons for this blog, then it will be easier to keep an up to date design specification.

So here it is, be sure to let me know what you think?

Game Design Plans:
Meemo’s Planet:
Independent game developed by Morne Booysen, Boysano Indie Gaming
From August 2013.

Goal Idea:
Clean up the earth left behind by humanity.  Restore the earth and maybe have life return.
In the beginning the robot itself is also polluting the environment.  As a player improves the robot, and builds units to recycle things he starts seeing the earth becoming clean, and life slowly returns.

How to achieve this:
  • Clean up junk, recycle, craft into better items
  • Defeat monsters and bosses
  • Improve yourself by crafting and slotting better equipment
  • Build machines/tools to help you clean the earth

Biomes/Areas: (alpha)
Currently the game can already create randomised world maps based on a grid system, which then also easily allows for generating and interacting on these zones or areas in terms of creating specific plants / garbage / enemies / pollution levels /any objects…this creates a defined and characterised biome.


The Robot:
The players character in the game called Meemo.

Robot Abilities: (alpha)
  1. Collecting junk and cleaning:
This is mainly for collecting resources for crafting.
  1. Crafting:
Create new items to improve yourself and your base.
  1. Fighting:
Fight off enemies and loot their corpses for useful items.  A player can take on stronger enemies as you improve yourself. Stronger enemies will spawn depending on what player does in the game.

Robot consumables: (alpha)
  1. Oil:
Oil is used to lubricate the engine, wheels and gearbox.  Oil is used up when the player moves about.  It becomes unusable and would cause a spill if it is not recycled. Oil is in fact a pollutant so its use will be limited, until it can be replaced it will probably be more a quirky irritation.
  1. Power:
Power is supplied by batteries or later by other resources. The resource is not used up but is rather depleted in most cases.  A player must then replace the item or recycle it, by recharging it or using it in upgraded crafting.  (Maybe: Un-recycled items would have to be stored or discarded but this would cause environmental damage.)
Having fully charged power (batteries health bar) will restore physical health (hearts health bar).
Empty power will reduce oil and then battery (health bars) over time, and when physical health bar depleted the robot dies and drops its loot.
  1. Physical Health (Armour):
Armour is your only defense against physical damage.  Improving your armour will allow you to take more damage before you are destroyed.  Heavier armour might give you better protection but would in most cases be heavier so would cause you to use more power.  A force field would protect you even more but would consume power.

Robot Components: (Equipment major slots) (final)
1.                  Armour:
This is your main defense against attacks.  In the beginning it is physical armour like wood, metal, Kevlar, etc.  Later a power shield could protect you for a time until you run out of power or it gets destroyed.
2.                  Engine:
The engine is what gets you around and what powers your weapons and other on-board equipment.  It can be upgraded to be more efficient.  This uses oil to prevent engine failure. See Engine Upgrade for more detail.
3.                  Power source:
Batteries, solar, or nuclear, etc.
4.                  Weapon:
In the beginning this is a physical weapon that you hit an enemy with.  With upgrades come more powerful weapons that can be physical or energy weapons.   See Weapon Upgrade for more detail.  (some weapons is not effected against some enemies.  See Enemies for more detail.

Robot Engine Upgrade: (Equipment semi slots) (Final)
The engine is made up by different units.
·         Main engine unit
This is the main engine that supplies power to the wheels, weapons and other equipment.  A more powerful engine would result in more power to other equipment but it would need more power.
·         Oil filter
The engine, gearbox and wheels need oil to function.  Oil is used up but becomes unusable, and since it has speed (agility) impact it must be replaced eventually.   If the oil is not replaced or recycled it would cause a spill that damages the environment.  A better oil filter results in a longer time the oil can be used.
·         Gear box
A better gearbox will result in better engine efficiency and less need for oil.


Enemies: (alpha)
Enemies are mostly area dependent.  When the player moves to a new area (biome) to get new ingredients by exploration, recipes and to clean up the rest of the world, he is also faced by new enemies and challenges.
  • Junk monsters
Normal mobs hiding in piles of trash.
Type: Physical
Strength: Up to medium (depending on size)
Weakness: Physical damage
  • Oil enemies
  • Acid enemies
  • Electrical enemies

Weapon Upgrade (final)
  1. Physical weapons
Upgrade this to give more physical damage against certain enemies.
  1. Energy weapons
Some enemies are not affected by physical damage.  An energy weapon consumes a lot of power but is more effective against some enemies, but also more dangerous to others since it could charge instead of hurt the enemy if you use it wrongfully.
  1. Projectiles
Sometimes it’s better to stay away from enemies.  Projectile weapons might not be very accurate or cause a lot of damage but you stay out of harms way.


The Base:
Base Abilities: (beta)
The base components are crafted as normal and placed in a certain location a Player selects as his base. Note these machines needs to be crafted first. This can be for example:
  1. Storage Facility & Base Power generation (beta)
The base can collect energy and store it for later use.  This can be for example by solar or wind power.
  1. Recycle Facility (beta)
As the player uses resources he is actually also causing pollution to a certain extent.  Improving the recycle capability to reuse items such as batteries for example will eventually reduce this pollution completely.
  1. Research Center: (beta)
This computer accesses fragment from the internet left behind.  Because the data is so corrupt, it takes time for the computer compile files.  This is where a Player can get new recipes.

Base Power generation: (beta)
The purpose of this machine is to supply power to the base.  The more other machines there are the more power they would require.   Different types of power generation should be made available with each one upgrade-able.  Suggestions:
1.       Steam generation:
This is the first power unit you get.  It needs to be close to a water source?  This causes pollution so affects the player negatively.  Junk collected can be burned here so a player must collect junk to fuel this unit.
Level 1: Base unit that burns junk and cause pollution.
Level 2: Can use coal for more power generation, but more pollution.
Level 3: Carbon filter makes it pollute less.
2.       Nuclear:
If a nuclear source is available it can be used in this unit.  Last much longer than coal and once in a while generates a concentrated waste that has to be disposed of.
3.       Solar and wind:
This is the only unit that generates power and no pollution.  Is expensive and the power output is low.  Can be upgraded to be more efficient.
Risk: Maybe different power generation and pollution attracts certain mobs. (beta)

Recycle machine: (beta)
The purpose of the recycle machine is to recycle unwanted material into useful material and to make dangerous polluting waste material safe. The machine can be upgraded to be able to recycle more advanced material or recycle things more times and faster.  Upgrade level suggestion:
Level 1:  Normal junk i.e. unusable items collected while “cleaning” is made into blocks or crafting materials that can be used to build a base. Up-cycling…
Level 2:  Oil and batteries can be recycled, back to base components, or neutralised.
Level 3:  Maybe some shells (ranged weapons).
Level 4:  Nuclear waste management
Note:  This machine can be build early in the game but would take time to level up. 

Research Machine: (final – low priority, game focuses on experiential research instead of forced research)
The purpose of this machine is to give a player unique recipes.  The more the machine is upgraded the faster research will take place and the more advanced the recipes that can be found.  It is also could potentially help the player unlock recipes he/she has not yet figured out. Upgrade level suggestion:
Level 1:  Recipes for example armour, basic weapons, etc.
Level 2:  Recipes for Power and Base units.
Level 3:  Recipes for Advanced power and base units.  Base defense units.
Level 4:  Recipes for Robot helper units.
(NOTE: these recipes can still be implemented without the research machine in any case.)

Area classification / Difficulty scaling ideas: (Final)
What limits a player going from level to level?  Maybe a Pollution Level?  This can be an area which is so polluted or contaminated that the player receives damage when he enters the area.  He needs to upgrade his armour, wheels and/or shield to go into the area.  In the new area there will be stronger mobs and higher level loot which is required to build the higher level recipes.
  1. Areas pre-defined if fixed world size.
  2. If unlimited sandbox world, then distance from origin increases difficulty.
  3. If tower defense game style, it can be level wave based system.
  4. Combination of the top systems also possible.


Thursday, 31 October 2013

The game: My Game Part 4 - (dev. log)

Hi Friends,
I finally got around to do my first video of this game: my robot survival indie game which you can see below...

The game is not nearly where I hoped it would be already, but that said it is really rewarding to see this video myself and that I have some progress to show you today! There is currently only 1 enemy, more to come...

Please view it and leave some comments and thought you have on the game and where you think it should go to make it fun, and maybe different from existing games, after you watch this video. My apologies for poor video sound quality, this is my first ever video I make online also!

With no further ado...

My next steps planned, include:
+ All metals restore physical health += Hearts
- New Recipe: 1xZink + 1xCopper = 1xAlloy
- Copper +5% / Zink +10% / Alloy + 20%
- Add Zink / Copper as drops to oEnemy = oRazorMole
- Add oEnemy OilSquid and AcidSquid!!!
+ Add enemies:
- OilSquid - drops Oil for restoring Oil
- AcidSquid - drops Acid, for making and charging batteries to full.

In the actual game, there wont be so many full batteries and acid, etc drops lying about most will have to be scavenged from other robot enemies and crafted... 

Please leave your impressions now in the comments of this indie game, made with GameMaker Studio, by me aka Boysano.

Thanks for watching!

Edit: Hmm I see there are many other video with games called RoboCraft...so if you can help me think of a better name that is unused for my game please let me know in the comments as well? This is also why I edited all my articles and removed the RoboCraft name, until I find a unique name which is also fitting.

Thursday, 17 October 2013

The game: My Game Part 3 - (dev. log)

I didn't get much time to do a proper video demo, which I promise will come some time soon; when I feel the timing works, but I will at least give you some screenshots so you can better understand my progress...

Figure 1: Basic game view, with Meemo in middle of screen.

From fig.1 you can see the basic retro 2D graphics, which is very pixelated, but at least I can produce some of my own art to keep the project going at a decent pace. Since I have not yet found an affordable artist, and also since I realised the industry is such that you need to prove your game first before people want to help. Funny enough, then people may even do it free if their interested. I am lucky though that the robot art (Meemo) was done for free since the artist decided to rather start his own game now also. Which was cool of him! So 90% of the rest of the graphics I did myself, and as I go along I'm redoing all the stuff or using public domain assets in order to keep it legal and call this my own game.

Then I took the extra week to trash out many bugs, so many, and now I can say crafting and the whole current game is bug-less, yay for Doom! That includes collision checking with player movement I finally added successfully as well. Meemo will move to the goal the mouse sets with left-click, avoiding solid objects. Also looting of world objects, to gather or farm resources for crafting materials is proximity based and looks and feel better. I've added a basic DAY/NIGHT timer - still not sure if I will fully implement this though.

Figure 2: Preview of crafting Table pane (working).

I've also added the Hearts (physical damage indicator) and integrated the oil drops with movement and robot speed, as well as now the robot battery power auto depletes depending on efficiency...so later it is easy to upgrade if needed. 

So what is next?

A few things, which is still a must for basic engine mechanics:
  1. Place-able objects made from crafting. So you can place a new crafting box, or chest or machine on the game floor, etc.
  2. Add materials in game to scavenge to replenish battery power and oil, basic survival needs. 
  3. Add the first enemy robot.
  4. Re-Theme complete game content to fit fallout/world in waste setting, with almost no living or growing fauna or flora...
  5. Finish Crafting Recipe and Chest for materials sections, which currently is not crucial, thats why the empty grey placeholders are there.


Thanks to my friend, Nico, whom visited and gave me some good ideas and input: I will probably consider making the big tree or something a home base, which will be attacked in waves by enemies. Then you need to defend it, as you progress with crafting. Crafting from mats from mobs and exploring and scavenging. Nico had a cool concept for enemies, or boss enemies, which requires the player to figure out how to defeat them in a specific way. Almost like a puzzle to win battles or fights. I like it, will obviously require much more work if each one is very different from other mobs...but lets see where we get in this year.

Overall I'm really happy with my progress, I also wrote out a whole game spec for the graphics requirements, or art images and sizes. So if any of you pixel artists are interested in helping ( for free) I can share it with you via email. Just send me the request. At the moment the first version (alpha) will be non-commercial. If I'm so lucky to get a following I will ask for support in form of art, and donations. Then if still people want more and I have time left, I can release a paid version with expansion content or something. Don't hold me to this, just ideas floating around.

Thanks for reading, please leave a comment if you have any input or ideas now that you have seen some screenshots. In time and when I manage to get Camtasia studio to make/record video's I will do so of the game...



Monday, 15 April 2013

Great community for Game Devs

So many times the game Developer is on a solo guest face of the GameDev boss in the epic battle,
well in this short post I just want to let you in on a secret...
"You don't do this alone!"

Go find like minded individuals to support you and make friends have fun...
A great place to start is at http://www.onegameamonth.com/resources

Here they encourage and challenge each other to make a game a month for 2013, oh yes and there is an epic free pixel font resource for free download.

Enjoy,
finding you the gems and easter eggs in game dev.
Go BIG!
Boysano