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Showing posts with the label gameplay

Alternative promotion video for Battlecards

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We decided to try an alternative promotion video for Battlecards Android game. Target was to create not-so-serious gameplay video using the properties we already had in place. So, best idea we got was to record short live gameplay of "War" (that is the model for Battlecards). Video was recorded using mobile phone, and both "actors" are amateurs. So, here is the result: Not perfect and probably not exactly what we planned, but at least we got it done. :) -Jussi

Testing and polishing

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I've been bit busy with my daily work for last couple of weeks, so gamedev activities have got less attention than normally. But still there has been some progress since my last update. My original plan was to finish and release "Dualball" flash game in the end of September, but now it seems to take some more time. Game itself is in pretty good shape: the mechanics works, there are no detected major flaws currently, and 75% of planned levels are ready and tested quite well.  We have done thorough testing ourselves and a number of serious bugs have been found and corrected during the process. Gameplay tests have been run on both computer and touch-screen tablet to get some extra coverage. It has been interesting to see that some bugs are not easily visible on both platforms: E.g. "ball ground check" routine worked fine on computer, but on tablet there were strange malfunction with it. So I strongly recommend you to test your games on multiple platforms in...

"Dualball" the Game

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We have been working on two separate game projects in parallel. Now one of them is in quite mature condition and it is likely that it will be published in a couple of weeks. So it maybe is time to shortly introduce the game concept? Working title for the game is "Dualball". This is a platform game where player controls two balls at the same time with single click (or touch, depending on the device). The challenge comes from the parallel nature of this game: you must be able to do some multi-tasking and time your clicks correctly. Timely performance is rewarded with coins that are spread on the levels. Collecting all coins is not always straightforward, and you have to carefully think what kind of a sequence is required to clean up the level. We have been testing "Dualball" on flash and Android platforms, and it seems that the latter one is bit more convenient for this concept. However, game will be released in flash format first. Android version will follow ...

Youtube "Fan Finder"

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Today I decided to create an introduction video for Westsloth Games Youtube channel   (or rather, I practiced to do some kind of a marketing video). The work was done using the proven quick&dirty method, meaning that I dug out some old gameplay videos and screenshots of our previously published games, and edited the video using the Kdenlive software.  Resulting video can be found below: There is a feature called "Fan Finder" ("Fanimagneetti", in Finnish) available at Youtube. It enables you to display your video as a trueview ad for no extra cost. I added the video above to this service, so let's see how this works...I don't have any big expectations at this point.  -Jussi.

Android video capture issues

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Edit 13.7.2017: This article is bit outdated, because nowadays Android Studio provides tools for recording video from Android device. And also Google Play Game Services app has a way to record your game directly.  I tried to find video capture program for the Android tablet to get better quality gameplay videos from our own game projects. Unfortunately, it seems that there are not so many solutions available, or at least I was not able to find any suitable for my needs.  Most of the Android video capture tools seems to require rooting, and I was not willing to do that right now. As far as I understand rooting will void the warranty (according to this article ), and my Tab3 is approx 3 weeks old. So it was very easy to decide that rooting is not a solution here. There were also some video capture tools that were told to be "no-rooting-required" (according to their developers). But I did not manage to get any of them working in my tab. I also found couple of tools ...

Dualball game concept (preview video)

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We have been working on two new game concepts for a while, and introduced the preview video of the more mature one for couple of days ago. At this point game has a working title "Dualball" and that describes quite well what the game is going to be. In short, the target of the game is to control two balls with single button (or touch, depends on the device). There are lots of obstacles and traps inserted to the route and balls should be steered past them. Naturally, rewards are not forgotten and there are certain number of coins on each level to be collected. Basically "dualball" is very simple and easy to play game. The challenge comes from the fact that player has to keep two separate objects in control using single click (or touch) as an user interface. It is far more difficult than you would think in the beginning! Currently, we are generating more levels to the game. Target is to have 24 levels in the first official release later this year. As you might...

Planning and prototyping

It is hard to know without prototyping how game concept would work. So during the past week I have built several prototypes to find out if I have something useful in my mind. This process takes some time, but at least for me it is important to get some kind of a visualization how things work on the screen. Static modeling with paper models, sketch drawing, or even using Lego bricks may also help to visualize game mechanics or rules, but I need to have something more dynamic to see the full picture. At this point, few ideas seem to be better than others, so they probably are worth further development. Although we are planning to move gradually out from flash games, it seems that we will still create at least one new game for that domain. The reason for this is that we know the tool (Stencyl) quite well and we are also familiar publishing flash games through Newgrounds and Kongregate. Publishing games to mobile and/or HTML5 is mostly unknown territory to us, so why not try to sta...

Game update: "Turbomole Trial Run"

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As defined in the "roadmap", we decided to make updated versions from our two flash games. Because the plan was made and the work seemed to be quite straightforward, I started evaluating and updating "Turbomole Trial Run"  flash game.  Game was originally created with Stencyl and published using the Mochimedia distribution network. I had no intention to do everything again from the scratch, so I dug out the latest development version from my backup disk and started to explore how game was implemented about half an year ago. I have to admit that my old "code" (i.e. Stencyl blocks) is not too easy to understand, mostly because of the bad "coding" style and missing commment blocks. But anyways I got an idea what I've done before, and started planning the modifications.  First task was to remove Mochimedia API blocks out from the game, and replace them with corresponding Newgrounds stuff (leaderboard mainly). I also started new game pro...

Gamedev plans

First part of my summer vacations is over, and tomorrow it is time go back to work. Luckily, I have still one week vacation left in the beginning of August. :) My game development activities have also been quite minimal for last couple of weeks. However, there is a small exception: I've been discussing with my brother how our gamedev activities should be continued for the rest of the year. And as a part of this process we have tried to sketch a roadmap for upcoming game releases. I work full-time in large telecommunications company and all my game development is done in leisure time, so there is a clear need for some kind of a rough plan to keep things progressing smoothly. First of all, we have a plan to release three html5 games in the next six months: Two smaller ones and one large one. Smaller games are planned to have relatively simple graphics and gameplay, so we are able to finish them ourselves quite smoothly. There are already technology demos up and running for both ...

Post-mortem: Soccer Breakthrough

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I decided to write some kind of a post-mortem analysis for " Soccer Breakthrough " flash game we released around 21st of June to Newgrounds (and Kongregate). Overall rating for the game has been 3+ stars at Newgrounds and 2+ stars at Kongregate. But there has been huge variation in ratings from different players: Some players have liked game a lot because of it's simplified gameplay and medal system. They even have encouraged us to continue same way with future games. But then there have been several comments concerning the lack of realism, the fact that game gets boring quick, most of the sounds are irritating (in fact, they are), and so on. I have even received direct requirements to change literally everything in the game. Yippee. Soccer Breakthrough was originally intended to be a HTML5 game with very simple gameplay and simplified graphics. However, we had very tight schedule because of my holiday trip, and we decided to make this release with Stencyl because ...

Don't think - publish!

"No matter what you publish, as long as you publish something" . I have tried this strategy for a while when learning game development and released several flash games (or equivalent) without much self-criticism.  There are many hobby game developers who start a project, work passionately on it for some time, and finally dump it to the trashcan or leave to the drawer to wait for better times. And this is repeated over and over again, for every game project. Basically, there is nothing wrong with this approach: sometimes project has to be terminated for some reason. And there is always something to learn from each project, even if it was left unfinished and never shown to anyone else.  For most game developers the funniest and most interesting parts are concept creation and actual development of the game. Who would not like creating game assets and mechanics, or sketching characters and new worlds? Bug-hunting, game polishing and balancing are also tolerable tasks for most...

Testing, testing...

During the past weekend my target was to finalize " Explopool " flash game. Basically, the game mechanics was working pretty well and the content was also in good shape from my point of view. However, I found some flaws in the first tests and decided that overall gameplay was not on the satisfactory level. Therefore decided to postpone the release date and started to do some major modifications to improve gameplay and overall look&feel.  Testing your game is extremely important, especially if you are going to make a public release of it. Although your brand new game seems to be finalized on the surface, it is very probable that there is still some polishing to do and in most cases also some bugs to be fixed. Finding those may require very intensive and creative testing.  Common target for game design and testing is to make a game that will be a positive experience for the end user. If game designer (=you) is the only tester, then it is very probable that the testing e...

Game marketing and promoting

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Since we are beginners in the field of game development, we have been learning game creation process, tools and production the hard way. During the process, we have noticed that making any game to the public distribution requires quite much: mechanics should be well planned and implemented, gameplay should be optimized, and game itself must be fun. Also, you should not forget the importance of visual appearance. To get all of this to one package requires lot of time and effort, but it is certainly possible and, ultimately, rewarding. But even if your upcoming game would be the first-class product, there is still one tricky question left: How you are going to get players to your glorious game? Do you just put the game to the distribution and then wait for success? I would guess this method works only for the very few games (or alternatively you are a famous game industry veteran with solid fan base). In most cases, getting large number of players for a game will require advertisin...

Building blocks of good game

What is important when designing game? Is it the look, gameplay, or systematic way of working and good documentation? I've been thinking these aspecs, while drafting the design document for my first game. I started diving into the world of video games in mid 1980's, when visual look of games was quite primitive compared to modern games. The limiting factors were the memory and performance, and video game developers had to push the hardware to the limits while implementing unprecedented games. Game development was also less professional at that time, and a motivated hobbyist was able to create a AAA-class commercial game in the corner of his living room (or at least I have been told so :) ). Despite of limited resources, very entertaining and addictive games were produced at those days. For example, C64 had total of 64kbytes of memory and 8-bit CPU running @1MHz and still it was able to run Elite, M.U.L.E, Ultima series, Boulder Dash, International Karate and many many more c...