I had grand plans for 1st Kajam: https://alakajam.com/post/235/a-la-kajam.
How did it turn out? Well, I managed to get a game out, and there is some polish to it, but nowhere near to what I had in mind.
It seems working on a game for a month or so is much harder than working on a game for just a weekend.
It was a pleasant experience anyhow, so no regrets.
I've been distracted by some other games. My attention span for making games isn't very long, so I lost interest in the project for the Kajam pretty fast. ._.
Distraction #1(making a pokemon game from the ground up):
Distraction #2(messing around with perlin noise):
https://twitter.com/DaFluffyPotato/status/928466402633232386
Distraction #3(making an online co-op shooter roguelike):
https://twitter.com/DaFluffyPotato/status/929481927756861440
I don't think these long game jams are a good idea for me, I switch projects constantly, so it's hard for me to actually care about a single project for that long. There have only been 3 games I've made that I never lost interest in developing for more than a month, and I've been making games for 4 years. 48 hour game jams are perfect for me though! ^-^
I'm looking forward to the next Alakajam! and I'll probably see some of you during Ludum Dare #40.
This is where I stopped on the project(also in my last post):
Finished early. Sure enough could spend more time on polish, but other projects are awaiting so better cut it here.
Here's the repo for the metaball effect.
Audio is more or less in at the moment; I've only started on graphics. Should be able to hack something passable together this week.
EDIT:
Just finished the first and second levels. There will be an actual enemy in the third level though.
(older post)
Now that I've finished my level editor, I've started working on the actual game! ^-^
I needed a break from my main projects and there were a few ideas in the back of my head I've been wanting to try out. Here's the result so far (needlessly big gif, after the jump.)
Exploring some cool tech:
Coming along. Not put much effort into graphics yet as you can see.
The last few days have been quite productive! I've been joined by @YO0oo0OY on sound design, who already sent cool assets. With particles, screenshakes, short flashes and tight sounds, the game already feels rather juicy!
I still have to finish the art (enemies are still red squares…), once this is done I will mostly have to make the rooms more varied and interesting, while addressing performance issues (for now the whole maze is generated on launch instead of being streamed). Not mentioning the twist ending I'd like to do…
I'm keeping a GIF album updated as I work, and here is the latest entry:
I just finished shaders. They look a bit ugly, but I'll change a few things to make it look better. :P
The player will be the main light source in the actual game. The spores(being shot) will also light the way. The in-level lights will be pretty rare, but I think I'll adjust their light range to be larger.
You can play it now online: A Strange Package
It took a while but I was able to finish it, finally. Definitely a lot more work than I thought at first.
The result is a short but fun visual novel, with multiple choices and three different ending to get. I have mainly worked on the graphical aspect, polishing up the animations and graphics, but I also added more music tracks, a lot more dialogue and, most importantly, I did a lot of coding.
This last part is important because I am going to release, under the welcoming MIT License, the engine that runs the whole visual novel. It will take a few days, so you may want to follow me on twitter for updates (it is in my profile), if you are interested. Now, this may raise the question, why do something like this when I could have just used something that already existed, like for example the magnificent RenPy visual novel engine?
There are a few different reasons for this. First, I wanted an engine that run in a HTML5 browser. Ren'Py runs on desktop, and that a little limiting. In the fast moving world that we have today, being able to reach the user as fast as possible is very important, and playing directly in the browser is quicker and more relaxing. Second, I wanted an engine that allowed for fast development. I found a great compromise with a functional approach to Javascript, which makes the development quicker by keeping elements modular and flexible.
(I know that releasing such a small game more than a month later than when I started it may raise a few eyebrows as to the speed of development in this engine… Well, in fact the problem is that I had a few personal life problems that ate a lot of my time during this period. The engine was very benign under this aspect, by not having any major bugs and allowing for a fluidiy in development that warms my heart.)
I do not want to make this whole post about the engine so I just want to say: if you have a few spare minutes for a fun story, please play A Strange Package. It would mean the world to me.
I want to thank everyone that gave me feedback on the game because that helped make the final version much better. And of course I want to thank the Alakajam organizers for this beautiful event. I am very pleased to have been part of this jam, and you can count on my presence for the next jams. Until then, bye!
So I started off with this (Friday)
(click the gif for better quality)
And continued with this (Sunday)
(click the gif for better quality)
And here I am now (Wednesday / Thursday night)