Archive of January 2010


Sun 31 Jan

Done!

It's submitted!

The Game!

You can now access the current build of the game via the link "The Game!" over on the right.

Beta

The beta version of the game is up, accessible through the title of this post! Some of the in game text is not in place and the final boss is not in this build but it is otherwise complete. Please leave a comment with your feedback :)

Tieing It All Up

We are currently finishing the levels and putting in the tutorial text system. Graphics are pretty much complete though it would be nice to get some replacement assets for a few things. Sound is awesome and the gameplay feels pretty smooth as well. In the next few hours we are going to move in to some kleenex testing and level tweaking before getting submitted.
It'd be cool if his mom was really dead.
— -Loren

Sat 30 Jan
screenie-5.png
Graphics continue to improve as well as the engine. Thanks Eddie for some killer tweaks to the tileset.

Straight Ballin'

Its about 7pm of our second night here at Austin's Global Game Jam. We are really haulin' ass. I blame it mostly on the great workflow that we have amongst all software devs and artists. Each of us has some important tasks to complete which causes to team to use our time efficiency. This is really important since time is such a valuable resource in comps like this. Also, having some sort of version control is absolutely essential. Yes, that and caffeine... and crack! - E-money
photo-2.jpg
Our character artist, Mike.
screenie-4.png
Getting closer! Lots more of the assets are in place. Still polish, getting sound in and other user interaction elements.

Bug

A collective 3 or 4 hours were spent trying to get tiles working for the background before the third person working on it remembered that the zero character is reserved for ASCII file loading.
I always wondered what a mask tastes like.
— Will
screenie-3.png
The polish keeps rolling in.

Love4D

"I love you Will." (-Eddie) And I want to watch. -Will

Love3D

Loren wants to dance with me. I want to watch. --Will
screenie-2.png
Fu Manchu is out to get yu!

Love2D

Loren wishes to hug Eddie. I'm going to watch. --Will

Vertical Slice Has Been Defeated

We have reached and defeated vertical slice! We are now improving the implemented mechanics and overcoming some shortcomings in the design. The level design effort is ramping up with some preliminary levels already created. Two artists (two!) are now working on getting our assets done and integrated here in the next few hours. We are really looking like we will be early with the project giving us some time to do some extra. The game is definitely starting to become fun.
Anaphylactic (Phallus)
— Will
screenie.png
Screen shot of the current game. Player can move. Bar up top represents the player's current threat level. Both enemies patrol and were placed from a level configuration file. Enemies have their varying sight ranges. The color represents what color mask the player has to wear to not agro the guards. Temp assets, our artist isn't here yet. Sound work has begun, praise Cthulhu for SFXR.

Good Morning

We arose today at about 5:00 AM after less than 3 hours of sleep. We sluggishly cruise over to IHOP to fill our bellies with yum-yums and then proceeded back to the killing floor to push on through. In terms of progress, we are doing awesomely well !! By using the flixel framework, prototyping our game was a rapid progress. I pity those groups who plan to build a engine using C++/OpenGL from scratch; hopefully they will turn out some blingin' shit. - Eddie

End of Day

We have our game design pretty complete. The over all idea is that you are sneaking through levels past guards. Guards have known patrol paths and the player must avoid them to progress. The player can use masks to be able to walk through certain types of guards viewing areas. Phil has decided that the overall art design should be set around a ninja style protagonist progressing through an office building. Eddie is cranking out the engine framework. Will is working on the narrative and tutorial approach. Norman is assisting on code and doing a bit of level design. Loren (me) is working on level design and worrying about details. Tomorrow the real deal begins.
team.png
The team!

Fri 29 Jan
me.jpg
Me doing a 30 second pitch of our game idea. Thank you eddie for magically capturing this pic.
- Loren

Team Additions

Welcome Norman and Phil to team Mound of Awesome! Norman is a coder with some flixel experience and Phil is a coder/artist/technical-artist -thing also with flixel experience. The game design advances!
- Loren

Donkey Punch

Current game is a deception game where you play a "man" trying to get through a level where various guards are blocking the path. You use masks to get past certain types of guards and take out others. Guards have known paths so you have to plan how to move through them up front as far as you can see ahead. Not sure if it will be designed levels or procedural.

Theme

The theme for the game jam is Deception. The suggested mechanics are a "man," a "plan," and a "canal."

Thu 28 Jan

Fun Times

Looks like snow and ice for the trip tomorrow. Praise Cthulhu!
- Loren

It Has Begun!

I tend to think of myself, as a one man wolf pack. And my wolf pack, it grew by two. I thought "wait a second could it be?" and now I know for sure I just added two more guys to my wolf pack. A wolf pack of game developers. Their names are Loren and Will. I expect mounds of fun. - Eddie

Zug zug!

So much to do before we go!
- Loren

24 Hours

... until we depart. Hopefully we don't forget anything necessary.
- Loren

Wed 27 Jan

Fear of Flixel

I don't know Flixel. Soon I will know Flixel. And then a game we will make. Prepare to be made, Flixel game. You will be born amongst a great amount of angst and sleeplessness. And you will be lovely. And if you're not, we're going to bash on you till you are. --Will

Flixel

As of way too late before the Jam we have chosen Flixel (http://flixel.org/) as our platform of choice for our development. One of us knows it, two of us have never used action script before.
- Loren

FORMATIONS!

Team Mound of Awesome has formed! We are a band of unwise fellows, programmers all, forming together to participate in Global Game Jam 2010 (http://www.globalgamejam.org/).

You are invited to follow us in our epic adventure of building a game in 48 hours.
- Loren