07Apr2009

ClassPDQ

I taught English to kids in Guangzhou for a while, and I’d sometimes come up with original board games or computer games which ran on the projector to make classes interactive. This isn’t an original one, this is just a simple implementation of PDQ, because sometimes you have five minutes left at the end of a class and need something for them to do. It’s a game where you make words by drawing three random letters and adding your own (so we draw T, A and L, so you yell out “pTerodActyL!” and get some points). It’s up here in case anyone finds it useful. One day I’ll dig up some others and make them releasable.

It allows you to roll letters and assign points to two (definable) teams with a three-button mouse if you have one, which is useful for jumping around or roaming the room with a wireless mouse. You can enable a timer, and set the letter pool. You can also use a word list, from which the game will pick a random word and then select three random letters from that word in order, which is good for avoiding difficult combinations like XWQ. A short default word list from a Chinese junior high textbook vocabulary is included.

[DOWNLOAD (windows, 1mb)]


        09Sep2007

SpeedBear

With the thesis that the one element classic arcade games were missing was bears in speedboats, SPEEDBEAR was created for the Tigsource B-Games compo. As it turns out, I was wrong, so this game is terrible. That’s mostly due to pacing: early levels are too easy and it ramps up too slowly, and the upgrade system takes forever to pay off, although once the Sinistar-type entity finally starts appearing it can get fun. The problem is, because of the dull ramp-up, there’s no reason to play more than once which is death for a score-oriented arcade game.

[DOWNLOAD (windows, 1mb)]


        17Aug2007

Voidlights

Way back in 2007, some unknown named cactus invited me to participate in the “Options” competition over at www.shmup-dev.com. I planned to put together 3elacsy, which was to feature a mixture of procedural and designed levels and piloting multiple craft (parts of 3elacsy would make it into flash elacsy a few years later). School got in the way, and I had to quit the compo, but before I left I posted a few levels of the unfinished Voidlights as a consolation.

It’s a fairly straightforward horizontal shooter. Levels are linked by wormholes and if you die you are thrown back to the previous level, which is interesting but not really any fun which is probably why it was never finished.

[DOWNLOAD (windows, 1mb)]


        24Feb2007

Twensix

Made for a “make an Atari game” challenge. Twensix is an Adventure tribute with the goal of collecting three items from a large labyrinth: the Hyperdrive, the Nav Computer, and the Energy Reactor; and bringing them back to your crashed starship. There are a few helper items along the way too. Note that it’s possible to sequence break and get stuck at one point, but you’ll know right away if that’s happened.

[DOWNLOAD (windows, 2mb)]


        15Feb2007

Redguy24h

You know what, I fucking hate Sonic the Hedgehog. I don’t even mean the new games. I haven’t played any of the new games besides an hour or two of a gameboy one which was sort of arena fighter. Anyway, it’s not just dislike, I actually hold a grudge. Sonic’s classic gameplay was about running really fast (this is cool) and not being able to see shit before you crash into it. The levels are therefore mostly multi-path courses which present the player with a ‘hold right to win’ scenario, bar the occasional pit or robot crab. For the time period, this is fine. Memorisation games have their place; while I want to say that the clunky feeling of the controls takes away from the incentive to retry and repeat to explore multiple paths and master all of the stupid off-screen jumps, that’s just not true here. Game libraries of the time tended to be small and kids are obscenely resilient to game difficulty (well, when it was still possible to find hard games); that’s why we have the term ‘Nintendo hard’. Sonic is a bad game, but there’s nothing necessarily wrong with being a bad game in the right way when your audience is receptive.

Except that Sonic is the game most imitated by amateurs, fangamers specifically, after Super Mario Bros. Mario is a good game, so there’s nothing wrong with that, and in the context of fan game communities there’s nothing wrong with squirting out hundreds of Sonic things either. But I can’t help but wonder how some of those fan game developers might have turned out if they started their hobbyist career on solid game design territory rather than something which is going to suck no matter what. It’s a shame. On the other hand, would those people have been interested in game development at all without it? I think on the gripping hand however something would have always filled that role as Sega’s heavily-promoted mascot. Had all those kids been excited about making Alex Kidd fan games I’d be thrilled as shit. Fortunately Sonic hasn’t had a great deal of influence on commercial games relative to its popularity (let alone compared to that other mascot). I can’t think of very many direct clones which I’ve personally played besides the Jazz Jackrabbit series. Still being a dumb kid I didn’t realise at the time that allowing myself to be bounced around aimlessly until the end of the level shows up is the antithesis of fun. I dislike the word ‘antithesis’ too, but I’ll use it sometimes anyway.

Same goes for running fast. Redguy24h was for a 24-hour “make whatever” challenge on the defunct Total-Klik forum, and features one long level and a boss. It’s something of a mashup of Mega Man level design and Sonic-inspired high-speed movement, although here the point was to experiment with high-inertia ninja-like movement as opposed to being way past cool and blind. The character was inspired by Bone, mainly because it seemed easy to animate given the time limit.

 [DOWNLOAD (windows, 1mb)]

This game was also to have served as a basis for a Winter-themed competition, but I didn’t end up going anywhere with the idea beyond this video. It would have been a level-based action game incorporating scattered targets based on the target-breaking minigame from Smash Bros. as some sort of bonus or scoring mechanism. They wouldn’t have been literal targets as in the below video, though.


        08Nov2006

Bastard World


An expanded sequel to my first ever one-night game, Ball Bastard. BB was a straightforward precision platformer: get to the end without dying, hope you like jumping through these levels I made for you with spikes all over the fucking place, have fun. It featured nine levels and a boss, and was put together in something like six hours. The main character, an angry pink ball bent on ridding the world of happy yellow balls, was intended as a mild reference to the tendency in the games development communities in which I participated at the time to use unimaginative circles with feet for everything.

A neighbour in my dormitory played a whole lot of BB. There wasn’t a lot else to do sometimes, thanks to the university’s catshit internet policies. He discovered you could beat every level but one without taking damage (something I didn’t realise was possible) and that you could usually kill every enemy on a stage as well (sometimes in ways I hadn’t anticipated). He’d often try to do both.

Bastard World is built around these optional challenges, this time deliberately. It features something like thirty stages, each longer than those in the original, and three bosses. Five worlds of ten levels were planned, but only two were completed before the game was abandoned for a couple of years. On a school break in 2006 I dusted it off and finished the now-final third world. It’s possible to complete each stage killing every enemy without taking a hit, earning a star medal in the process. With enough of these medals you unlock a bunch of pointless upgrades and the levels of the original Ball Bastard as a bonus. None of this is communicated to the player in the game, making it all sort of a wasted effort.

It wound up on some magazine cover CDs (along with the first two Santasm games, Defiant Black, Kaiser Kitty and I don’t know what else). I don’t remember which because they never send copies. Additional trivia: this isn’t the original title screen. Turns out it is hard to draw circles fighting without it looking like circle sodomy.

[DOWNLOAD (windows, 2mb)]


        23Oct2006

Mariocore

Using SMB as a sort of substrate for whatever wacky shit you’re trying is a convenient way to get players instantly familiar with the controls, maybe the physics, and get their expectations where you need them either for them to enjoy your neat little game or for you to stomp on their brain. I do it a fair bit using ripped sprites, because honestly it’s the same thing as using watercolour goombas for your time travel crap–it gets the same job done, but this way I can potentially get C&D’d and called a dirty fangamer, too!

This game began with the intention of remaking the mario engine and the first few levels to be recyclable for gag games in the future (things like Mario’s Macross, although in that case I started from scratch). On this attempt I didn’t nail it, but rather than discard it I made a sadistic variation of 1-1 where things don’t behave as they should and everything wants to kill you. It’s abandoned and there’s no finish. If you reach the first castle, congratulations! You are good at video games.

The date on this entry isn’t correct; I have no idea when this was started or when I first posted it anywhere, but 2006 is a decent guess.

[DOWNLOAD (windows, 1mb)]


        07Mar2006

Defiant Black

I’ve played a lot of EGATrek (video). It’s a member of the Trek family of games, which go back a long way. The game sees you managing your ship (with its crew, subsystems, fuel and ammunition) to exterminate enemy ships which appear in random positions in small 10×10 sectors which make up a larger map.

Defiant Black was built over three or four days at the beginning of a university semester, before classes had started, before there was anybody in the dorms to talk to, and before my internet had been hooked up. The unfortunate name is a combinaton of Defiant Renegade, a barnstorming biplane game I never finished, and ‘black’ as in space. The file went missing for a while and finding it again involved wading through a lot of racially-oriented Google results. The resemblance of the ship to the USS Defiant is a coincidence; the sprite was originally drawn for an easter egg in another of my games, 2elacsy. The USS Defiant is one of my least favourite Star Trek things.

It’s meant as a tactical action adaptation of the Trek games. You’re tasked with defeating every bad guy in the galaxy alone, this is done by exploring planets for goods to trade for weaponry and repairs at starbases. I like some of the ideas here: the game’s damage/repairs system is fun, with systems becoming less effective proportional to the damage they take. Shields and armour serve distinct roles: shields absorb a percentage of damage equivalent to their charge percentage, while armour either absorbs all or none of a hit, with the chance based on how damaged it is. Exploring space is slow, while combat is often fast and extremely brutal, and an encounter lasting a couple of seconds can end with your ship adrift and critically damaged with the surviving crew racing to perform repairs before the oxygen runs out.

But it’s pretty flawed, too. The galaxy map is probably three times as big as it should be, so finishing a campaign is a chore by the end. Permadeath is cool, but not when you’ve spent an hour or two only to die in the last sector, because while everything is procedurally generated it’s just spacey shit floating around in random spots; who cares. There are multiple difficulty levels, but really only the highest should ever be played, so players who try any other level are quickly turned off by the lack of variety. Combat’s confusing, too. The game started out as a submarine sim rather than a spaceship game, and as a result your primary weapons are intended to be consumable missiles and torpedos. There are a number of recharging beam weapons, but your slow ship isn’t nearly agile enough to use them as anything but a ramming attack against capital ships. This is all pretty counter-intuitive to players who expect their workhorse guns to be either the infinite lasers or the most-expensive bombs rather than the cheap little rockets you start out with. Oh, and I accidentally bound the same keyboard command to two different things, because I’m an idiot.

[DOWNLOAD (windows, 4mb)]


        25Dec2005

Santasm 1 + 2 + 3

Three games, all released on approximately the 25th of December for successive xmas-related competitions.

Santasm (2005): the competition theme was “Mario-like”, so that’s pretty much what it is. The screen is way too tiny. A lot of my old games have a tiny resolution, but in this case I mean relatively; your sprite is huge and you can’t see anything. I believe I was was basing this on certain licensed Game Boy games which tried a giant sprite approach, but it wasn’t a great idea. Still there are a fair few levels and several varied powerups which add variety. As I recall the game’s score in the competition was torpedoed by one judge who didn’t like the Nazi themes.

Santasm 2 (2006): a tribute to Cocoron, a Mega Man-like action game which allows you to custom-build your character from different parts which completely change the way you move and attack. A much more solid game than Santasm 1. Continues the “story” from the first game (I almost never do games which would benefit from a story, and although it’s something I’m interested in exploring, on the few occasions I have tried to include one I’ve half-arsed it). Your character initially sucks, but can be upgraded with different parts purchased using coins collected during the levels. If you die, you may continue as long as you have enough coins to build a new dude. You choose which levels to play before the boss level (three, I believe, out of a possible five) and which order to play them in at the beginning. Which is neat.

Santasm 3 (2007): straightforward puzzle game based on the Adventures of Lolo games, which is to say it’s Sokoban but with the addition of enemies which you can attack with a projectile to transform them temporarily into a moveable block. There are several other powers, based cookies Santa can collect.

[DOWNLOAD (windows, 5mb)]


        17Aug2005

elacsy + 2elacsy

 
Weirdly, the first game started off as a faux-voxel experiment. At some point I added a little red plane as a perspective aid, then decided I’d like to make a little shooter and took out all the voxel code and renamed the source file from “yscale”, which referred to something I was testing, to “elacsy”. That’s why I don’t capitalise the first letter. So there’s no remnant of the voxel stuff remaining (it never worked properly anyway), but I made a neat little shooter in a day.

It’s an endurance shooter. You get one life and can rack up a score by staying alive, shooting things, and grazing bullets. That’s pretty much it. It was also a basis to test out an idea for procedural generation (before I knew how to write a proper PRNG), so in theory if your keyboard entries are exactly the same you should get the same game play out every time. This would permit replay recording but the idea didn’t occur at the time. The difficulty does increase gradually but it’s really subtle.

2elacsy (07 January 2006) is an enhanced version of elacsy, built over two days during an instance of what my family considers a vacation (rent a cabin somewhere together and get angry at each other for a week). It features a giant invulnerable B-52 that hates you and a new way to score in the form of cargo planes and the crap they drop. There’s an online high score system, but the server’s long dead. Overall a better game, although I broke the procedural system out of laziness.

[DOWNLOAD both (windows, 2mb)]

These two served as the basis of my first Flash game, simply titled elacsy.