Monday, November 29, 2010

Star Cleaner

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StarCleaner is a little platformer created by RightAngleGames. Thomas (tommy on slick forum) decided to build a simple, little platformer in Java and obviously decided to use Slick.
Main idea for this game is that player control a little angel and need to collect all stars and then go back to sun or moon. Game is fun because you need to remember level structure when is day and then night (see screenshot!) jump around.
Well done!

He decided to use my MarteEngine code on Github, inspired from experience with Flashpunk in my last games. As he said on his blog, working with code from Advanced Platform Engine ported to Slick was really easy, and I'm happy too, because he send to me StarCleaner code, so this code will be merged into MarteEngine. Stay tuned!

Power of opensource :D

Tuesday, November 23, 2010

Quest system - part 6

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(you can read other parts: part1 - part2 - part3 - part4 - part5)


Today I read a news about a new Elder Scrolls Game: Elder Scrolls V.
For who don't know Elder Scrolls Games, Google can help you: what does it matter now is that ESG games are big single player games with big quest systems
But there is one interesting comment on article on RPS that I think could be valuable to expand a little more. I report here:

Things I would like to see in Elder Scrolls V can almost all be seen in mods for Oblvivion. They really ought to look there for a large amount of inspiration. What would primarily interest me:

- A more believable living world – trade caravans, affectable economy perhaps even dynamic social structure.

- Realism options. There was some effort made in New Vegas (i know, different developer) but there is still a long long way to go. And yet, again, the modders did a perfect job of it. I’d like to see an optional realism mode, or a Hard Difficulty that includes realism options would be great.

- A big bugbear for me was the way they handled quests. I’d like to still see a massive range of quests but what I would REALLY like to see is quests interacting with each other. Decisions that the player makes in one area havign an effect elsewhere, cutting off routes and opening new ones. Given the nature of the game, I’d also love to see these side quest effecting the nature of the Main Quest. And lastly, I’d love to see these side quests expanded further – becoming entire stories in their own right. I’d settle for less side quests and a few long storylines.

In fact, my big issue with Oblivion was the way none of the independant elements of the game world interacted with each other convincingly or at all. Given that the entire game was intended as a sandbox experience, I would expect the world to react as a whole to my actions and it never did. I would like that to change for ESV really. I very quickly got bored of Oblivion simply because nothing I did seemed to matter at all. There was so much potential that it was painful. It was only when the modding community really got fired up that the possabilities were realised. But it was not ideal – most mods are in some incompatible. It would be far better, naturally, if the game was feature rich and exciting on release.
This comment is not only related to quest system, but can help designer to focus on a main concept of what a gamer want: interact, change, make difficult choices, make mistakes (but only mistakes that matters!) have in front a living system.

And another interesting point is "I would REALLY like to see is quests interacting with each other.", so what I'm thinking to add to my system is another dimension: quests.

One quest can stop/twist or ruin another quest. So following part-5 example, player can solve quest in different way:

  • kill bandits: same as old example,
  • run away: this decision ruin HM relation in a big way, no factions wants cowards in their rank, so next quest in HM faction (at least in zone near caravan attack or where npc survived wander around) is not possible to get. Or even better Jack try to track down player moves and then find him/her and try to kill it!
  • steal from John body: Jack don't like that player steal from his brother's body, so try to kill player immediately. Player win, but all jack-related quest cannot be completed or can change.
  • surrender to bandits: combat isn't only option. Player can surrender to bandits, ruin HM relation but open new quest for bandits faction? Player choose well, can change side and try to work for bandits

It's something really interesting and challenging, but I like difficult stuff like these.

Thursday, November 11, 2010

Rouge survivor

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Rouge survivor is a rouge like game in a post zombie-apocalypse: brave survivors fight against zombies in a no good-end story.
Setting is interesting and gameplay is really good (no, 3d triple AAA graphics not in this game, you can stop here.. and go to play boring games with incredible graphics!)
. Unfortunately interface is really hard to master for a casual user.. so you are warned! Good and innovative point of this game is that there are another survivors around city, collecting useful stuff and fight with you (or not!) against zombies. Every day you see light on dawn, you have a new level!
What about barricades? You can barricade in a building, destroying tables, cabinets and so on! :D Sleep could be your worst nightmare, with zombies everywhere.. and you need food to survive, right? And new weapons too :D

Keep on eye on this little game, for now is just interesting in future could be great!

P.s: you can find an interview with game author here

Monday, November 8, 2010

Flashpunk is more alive than ever!

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Flashpunk is a really good library to develop games (see my AirHeat and Zombie Employee) with flash, I've talked a lot before and develop some games with it:

- Flashpunk useful classes: sitelock, show static and moveable messages, starfield. A good idea with lot of potential, works fine with 1.4+ version of Flashpunk
- Flashpunk JRRPG Engine: impressive engine to build in simple way games like Final Fantasy 6 and Lufia. There are some useful on-going blog tutorial, to understand concept behind it.
- Flashpunk MicroRPG Engine: I've not try it, but seems to be a good starting point to developm a little rpg :D
- Flashpunk/Box2d integration for physics: do you want physics in your game? Come here! With great Box2d behind scenes, with good performance and scalability.
- Flashpunk MMORPG Engine: a massive work, just try it! Actionscript 3+ PlayerIO works together to help you in developing new great games,
- Flashpunk Advanced Platform Engine: my favorite fp-side project. A powerful set of classes to develop platforms games with flash

Do you want to develop with Flash? Try Flashpunk :D

Saturday, November 6, 2010

Airheat, out!

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Save trees in desert, throw barrells full of water on dead tree and bring them back to life!

Airheat is my new game made with Flashpunk for Heat Contest on Gamejolt forum: made in 4 days, is really "casual", one play and go. But I've decided to build it to think about game mechanics and prove how simple is to build a videogame.
I've also used Ogmo editor to build levels: nice to use!

It's not perfect but I really enjoyed to build it, in particular design gameplay: decide what barrells have to do, storm and so on :D

Play on GameJolt

Play on Kongregate - and challenge your friend with Highscore!

Thursday, November 4, 2010

Pong: Flash vs HTML5

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Html5, Flash? For videogames?

Little and nice experiment: FlashVsHtml5.

Using new browsers (Chrome, Firefox or Safari) is cool to see how both technology can live together and interact!

Tuesday, November 2, 2010

Genetic algorithm for Starcraft 2 build order

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I'm a big fan of Starcraft and I've played a lot Starcraft 1&2, at least in single player.
But.. identify better build order to crush opponent using genetic algorithms?
All is explained here and is really interesting!

Plus you can find all here, open source named as EvolutionChamber, good name :D