Friday, September 20, 2013

GameCraft NYC - Lost Doors

I'm starting to get the hang of this game-jam thing.  This was my most successful jam yet, and funnily enough, the shortest one too.  We only had 7.5 hours to make a game from start to finish.  I'm used to 48 hour jams.  Luckily I know my way around Stencyl pretty well now and I was partnered with an awesome team.

The game jam officially started when we were given the theme: "lost doors."  My partners and I (who I had just met a few minutes earlier) hashed out some ideas and pretty much settled on a game concept within 15 minutes.  We decided to do a competitive maze game with teleportation 'doors' that would move as soon as they were used (aka, get lost).   And it just came together beautifully.  We didn't win first place, but in the end we had a complete, functional game that hit just about every feature and asset we wanted to have. 

And without further ado, here is the finished product (with very few post-jam tweaks)

Controls: Arrow keys for player 1, WASD for player 2
(I didn't want to embed it because it deserves to be played in glorious full screen)

Wednesday, September 4, 2013

Now where was I...

So I'm back from my three months of European travels (which I won't get into.  That's a separate blog.)  It's time to get back to my game.  My goal is to be done with the main coding portion by November.  Then I'll need to find an artist to make the thing look decent.

Upon returning, I decided to re-evaluate the technologies I'm planning to use.  There hasn't been much active development on Moai, so I was a bit worried about its future.  So I started looking into Unity3D again.  Besides being a game engine that's becoming increasingly popular, Unity has the option to use C# as its scripting language; a language I happen to be a big fan of.   The downside of Unity is that it's really made for creating 3D games.  Many people have made 2D games with it (Rovio actually used in to create Bad Piggies), and there are plugins to make this easier, but I just couldn't shake the feeling of having to wade through extra cruft to get to the parts that actually matter to me.  The team at Unity actually just announced they are planning official 2D support in their next version, but I didn't want to wait for that.

So back to Moai.  A recent post on the form convinced me that the project won't be dieing anytime soon.  Which convinced me to give it another shot.  But Moai uses Lua as its scripting language.  So I was back to the position I had been in with Node.js: looking for the perfect IDE.  And I think I found it!  Lua Glider is a cross platform IDE for Lua and integrates with the Moai documentation.  And it has *gasp* code completion!  Glory day.  This is a feature that is invaluable to me as a horrible speller with poor memory when it comes to function names.  I've just started using it, so I'm still on the free trial.  It's under $50 though, so if it continues to work well, this is a no-brainer purchase.