Wednesday, April 29, 2015

Plasma Fist trailer

Plasma Fist is scheduled to be released May 1st, 2015 (just 2 days away!)

I made a short trailer, enjoy:

Wednesday, April 15, 2015

progress on projects + Ludum Dare coming soon

Hey everyone, just a little progress update.
Currently, I have 3 very active game projects... all of which are nearly ready for a public release.

Priority Game #1:
Plasma Fist

Literally everything is finished except the music... I'm currently waiting for a very busy composer to make at least 1 more music track. I'm probably going to search for a few beta testers to try out the game and give me some feedback before a public release.



Priority Game #2:
Seimbein

My experimental game. Music wasn't too much of a problem with this one... I've got pretty much everything finished, just awaiting a little bit of beta tester feedback before a public release(also I'm not releasing Seimbein until I first release Plasma Fist).



Priority Game #3:
Snake Snafu

Snake Snafu is a quick little 2-player game project I started working on a few weeks ago. It utilizes YellowAfterLife's online 2P system for GameMaker Studio... which allows you to play the game in 2 player mode with someone else who is on another computer online.
Of course the game also features 2P hotseat, where both players are using the same keyboard.
I had a lot of fun working on this one.




The weekend is coming...

... and Ludum Dare looks very tempting at the moment. I'm going to wait and see what the theme turns out to be... if I like it, I very well might enter. If I don't like it... oh well... maybe next time.

Tuesday, February 24, 2015

New Game Project, Painting, Chess

I've been working on a variety of things lately: a new game, acrylic paintings and chess.

My new game project is an experimental platformer called Seimbein.


Seimbein is an infinite exploration game with procedurally generated structures. The characters you encounter in the game(like the one in the screenshot) are also randomized in appearance and the sentences they speak are generated by a sentence generator.
There are a lot of different elements, to mention them all here would spoil the game. For the most part my intention is to leave the player to discover everything themselves.

Seimbein is not very far from completion, however I've decided not to release it until I've released my previous project, Plasma Fist. Plasma Fist still has a lack of music so I'm working quite actively now to resolve that.

Next, I've been doing a lot of paintings with acrylic. I've actually been doing acrylic paintings for quite some time, however, this will be the first time I've ever talked about it on my blog.


You can check out my paintings on my Redbubble portfolio: http://www.redbubble.com/people/johnwallie
On Redbubble you can purchase my paintings printed on cards, tote bags, pillows, iDevice cases and even coffee mugs(or you can purchase regular prints of the paintings as well). I still have most of the originals of the paintings posted on my Redbubble page, so if you'd like to purchase an original, just email me and I'll let you know the details about the particular painting you're interested in and what the price is.

The last thing I've been working on is chess. I play it fairly often online and recently I played in my first tournament(real life, not online). The tournament went well, I was undefeated after the 4th, final round. 3 wins, 1 draw. I got a clean 2nd place(meaning no one tied with me). I quite enjoy the game of chess. It's a great game to stimulate and exercise your brain.

I hope you found this blog post informative! If you have any questions or comments please leave them below!

-orange

Friday, January 30, 2015

Plasma Fist work in progress

Hello, everyone!
Today I'm going to tell you about my latest project, Plasma Fist. It's a game I've been tinkering with since April of 2014. To get an idea of what the game is like, you might say it's what you'd get if you put Lode Runner and Spelunky into a blender.

ladders, ladders, ladders!

The game is basically almost finished... I just need to give it a bit of polish, and find someone to compose a few music tracks for it.


The game contains 7 levels, filled with a variety of enemies and obstacles... you start out with 5 lives, so you have to be careful... because if you die, you'll have to start over at level 1. I've also implemented GameJolt highscores. There are 2 highscore categories, one for highest money score(top right number on screen), and one for quickest time(if you finish all 7 levels). So competitive speedrunning is possible just as it is in one of my other games, Maximus Cerebrum.

That's all for now, I guess. If you have any questions or comments, please feel free to leave them below! :)

-orange

Friday, October 3, 2014

Thursday, June 26, 2014

New Project

I was trying to get back into games recently(I haven't done much since Maximus Cerebrum) so I decided to go with something simple... a game that blatantly clones Canabalt.


It's not a total clone, of course... I've added in a few elements that give it a very distinctive flavor. I still need to come up with a title and find a suitable music track for it, though.

I'm terrible at guessing release dates, but if everything goes smoothly I might be able to post it publicly in a week or so.

Friday, April 25, 2014

Maximus Cerebrum Post Mortem

Nearly two weeks have passed since the release of Maximus Cerebrum... and since I'm bored I thought it would be interesting to write up a summary of my thoughts on how the release went and how the public have reacted to the game.

Warning: If you have not played the game already, I do not recommend reading this post as it may contain spoilers.

I'm going to end on a positive note, so first I will start with a few things I regret about my latest release.
First of all, in Maximus Cerebrum, even though there are some slight branches, the paths to the end are actually rather linear. The game came out this way due to a lack of planning. This is not entirely a bad thing, however, because a lot of players like to have the pathways easy to find so they won't get lost(I'm like this as well). I also wish I had put in a few more robot moving things in the last half part of the game. It is a robot generation facility after all... a couple more robots would have given the game even more depth, I think.
People really seemed to enjoy the tiny little puzzles spread out through the game... it might have been advisable to put in even more, however... and maybe a few that were a bit more difficult.
Additionally, there are some parts of the game where you're just walking, it's a bit boring at times for some players, I'm sure. It's regrettable, but because the game doesn't have any real combat or consistently appearing enemies, I don't see how it could be avoided. There are also a few really minor things I will not even bother mentioning as I'm sure most players won't even find out about them.

In spite of my regrets, I am still quite pleased with Maximus Cerebrum. It was an on-and-off project for over 2 years, and even after a long break where I didn't touch the game for about 6 months I actually managed to pick it up again and completely finish it in just a couple months. The ultimate satisfaction for a game developer is just that, finishing a game.

Maximus Cerebrum has been downloaded nearly 800 times so far. It's Game Jolt page has been viewed over 3500 times. It has been featured on GameJolt as well as indiegames.com, metroidvanias.com and Warp Door. A few let's plays of the game have already started appearing on YouTube.

Maximus Cerebrum was a success.

However, I cannot take complete credit for the game as it is. There are a lot of people who helped me with the game and made various contributions without which the game would not be what it is today.
I don't even know if the game would have ever been completed without the support, feedback and suggestions of my beta testers. ramses12, the game's composer did a fantastic job as well(to say the least), 7 separate tracks for the game, and he revised some of them quite a few times in response to my nit-picks. There are even a few others who helped out and are not even mentioned in the game credits because they chose to be anonymous.
To all of you incredible people, I give my hearty thanks and appreciation!

But there is one other person I must thank.
Thank YOU for playing! After all, what use is a game if no one ever plays it? :D You players make it all worthwhile for us game developers! Thanks a lot!

-orange