Just like a few weeks earlier, I spent a while working away at a batch of games for my phone. For the most part, each was still a test engine, to see if I could really achieve a bunch of things without hitting any limitations of the phone. The first, Ball Push, was what happened to my game from a few weeks ago. Rather than have pieces of paper to push into a circle, I made it into balls that you would push down a hole. With a limited number of turns, and more balls each level, the game turned out to be a nice playable phone game. It's a shame that, once I tried adding half decent pool physics, the phone started to get a little too stressed! I released the game with kiddie physics, in a still playable state. Read More
Still in Retro Collection mode, by this point I was trying to come up with fresh ideas to go inside the DS collection. I'd just finished putting the original Blockman game onto the DS, and found myself playing with it's sprites.Read More
Week Twenty Three - Space Monkeys Go Bananas - Link
It kinda sucked not making AGameAWeek for such a while, so with the fresh new year I decided to get back up to speed. The first week's game was a simple 2D Super Monkey Ball clone.Top down maze, guide the ball around, that type of thing.Read More
Having spent 15 weeks working on short and sweet games, and the past few weeks learning the do's and don't's of Blitz3D, I decided to aim for something a little bit larger, this week. The plan was simple. Recreate Alien Deathmatch, aim for larger arenas, build extra weapons and make everything a little bit smoother. Read More
Before I started AGameAWeek, I'd been working away at various games without any real goal. The fun of completing each game pushed me forward to start the next.
During 2005, it was decided that a weekly challenge might be a good idea. So, over at CodersWorkshop.com (now long gone) I set up a Wednesday Workshop challenge, which is now housed at Socoder.net. Each Wednesday I would think up a challenging topic, coding style, or gameplay style for a game, post it to the forum, and then people would try to create a game based on those rules within the week's deadline.
The challenges seemed popular at the start, but as time's gone on people don't seem to have the motivation for it anymore. It seems somewhat of a shame to have such a fun idea reduced to a shell of it's former self, but I keep the idea going even today, in the hopes that somebody, somewhere, will see the little challenges and it'll spawn an idea in their head. That's more of it's purpose nowadays. To generate new ideas, as opposed to bringing in a multitude of games.
Still, I continued to work on Workshop games, and every other week I would enter a silly little game. These games would sometimes be unfinished ideas, or occasionally more interesting complete games that could potentially be quite a lot of fun. I liked the idea of some of these games and more importantly enjoyed the rush of finishing off so many games so quickly. At the same time, though, it was becoming apparent that my games weren't gaining the audience exposure that they could. Which was a shame. All these games that nobody ever played, and yet there were some really good ideas in there.
In a vein attempt to boost my ratings a little, I decided to take things to the next level. Rather than just plonking each game into the Wednesday Workshop and leaving it there each week, I would use my blog to post them somewhere a bit more interesting. I renamed my blog to AGameAWeek.com, and forced myself to do just that.
This is the result of my strangely misguided idea.Read More
I'd like to start off Year 2 with abang. But this week has been entirely taken up with a multitude of other bits and pieces.
I'm writing up a nice lengthy post (/set of posts, probably, 'cos it's a bit big!) about Year 1. I'll probably start to post those in a couple of days time. Probably Tuesday! But I need to get as much done as I can, first.. 'cos.. well, you know me, I'll probably forget halfway through!!
So, there's that to do. And lots of it.
If you're interested in the quicky version, you can check out the big-ass Google Spreadsheet here. Warning, Spoilers
Meanwhile, how to start Year 2.
I think I'll skip this week, what with it being so busy, so I'm giving myself a little time to rearrange a few things.
I'll probably reorganise the titlescreen of my skeleton a bit, since it's starting to look a little dull. A smaller font would probably help!
I'm also going to have to get around to some sort of "Badges you've earned" screen, showing badges from all the AGameAWeek games you've played so far.
Now, in addition to all that, I think I should probably start to learn Flash at some point. I mean, come on, this is 2009 already, I should really have bothered to do that by now!
The main issue with that comes back to the badges. They'd only really work in Flash if I additionally created a great big mysql database to hold the scores of every single player, along with their badges.
I worked quite a bit setting that up in Blitz, and it'll be a shame to lose it, but without hard-drive access in Flash... Blimey, that's going to be a bit chaotic, isn't it!
As always, we'll see what happens.
If you'd like to see anything else attempted during the next 52 weeks, let me know!
Just a quick post, today.
There's now a suggestion box, over on the righthand side of the site.
A simple form.
Fill in name and suggestion, then blammo, gets sent to a huge file full of suggestions.
For now, it's a private box full of ideas that I may or may not choose to use, but perhaps in the future I'll start posting some of those suggestions!!
In other news, I've got a great big spreadsheet ready, filled with every game over the past year, and I'll be using it to create some sort of retrospective of my first year's AGameAWeek'ing.
Look out for that, shortly.
I'll probably post it in segments, lest I spend too much time on it!!!
First things first, here's this week's AGameAWeek game.
I've done a few dozen "Get the Greens" before, so I figured I'd keep this one short.
Simply put, get the greens, and avoid the holes.
No enemy this time, just you and the floor, so if you're nice and gentle you could probably get quite far through and score a decent score.
As it stands, my highscore is currently 15 points.
So, not a super-high-scoring game, but definitely one you could beat me at!
Since I've made so many of these before, I decided to give this one more of a unique name.
So, rather than just calling it "Get the Greens", this one's "OMG!WTF!Get the Greens"
Imaginative, I think you'll agree!
Use the mouse to move the ball, get the greens, avoid the holes.
Nice and big, specifically in the title, so as not to get ANYONE excited!
I will be VERY surprised if anyone gives a rats ass about this week's .. um.. "game".. but here it is anyway.
"Made for my cookie", although it's not a cookie anymore.. it's a viewty.. this J2ME Java App will allow you to play along with a real-world game of scrabble.
See, lately I've been playing a LOT of Scrabble.
I bought a ??40 "Scrabble 60th Anniversary Edition" set, thinking it's be all nice and lovely.
Here are my list of complaints about that board game.
1) Everything is made from a nice transparent green coloured plastic. Means the board, the racks, the tiles and everything looks fantastic.
BUT.. You put the tiles in the rack, and if you look hard enough, you can usually figure out what tiles the other player has.
FFS!! Could they not have foreseen that!!
2) The bag, for whatever bizarre reason, has the drawstring on the INSIDE of the bag.
This means that you consistently have to fight with the drawstring whilst trying to dig out a letter or two.
FFS!! Could they not have foreseen that, either!!
3) When I've paid fourty bloody quid for a board game, I damn well expect it to include a bloody pencil, and a bloody pad of scoresheets, you cheap ass bunch of gits.
Well, here's one solution to that.
Tap the square, tap the letter, fill in the grid, score your words.
Currently only works for "Player 1" and "Player 2", and doesn't have an undo, so be careful what you're entering..
Also doesn't word-check, either.
But it will tot up the scores.
And if you tap on "Player 1" or "Player 2", you can see their per-word scorelist, which is nice.
Additionally, you can Buy the Collin's Scrabble Dictionary here, which I got the other day, and I must say it's very very good! Unlike the old "Scrabble Word Lists" books, this one is indeed a dictionary, so you can finally figure out wtf those random words actually mean!! A great buy, especially for the price.
I can't believe I've still not finished this yet!
Seems that, no matter how much work I do on this game, it's still not quite done.
This week, I finally decided on the complete "Not Chance" and "Not Community Chest" card selection. 12 of each, ready and waiting in the engine.
Next, I added all those lovely patents.
They're all in there, each one displaying on a nice little card, along with the creator's name.
I haven't yet gotten around to actually printing the bulk of the text onto the cards, though. I need to write a word-wrap method, before I can manage that! I could also do with a slightly smaller font, too, for all the text that'll be appearing on the card.
Still, that's a bigger start than I've previously managed, and things are going smoothly. (finally!)
I'm still working on the phone, so the cards are small, and the board's a little shrunken, but all in all the game's up and running.
Next I need to add money management, card management and things like that..
Now, here's the main issue.
I figured I'd try to focus on getting this done, since it's annoyingly been about a month since I started it.
Due to that, I've not done AGameAWeek this week.
If I can't quickly think of something, and get it built tomorrow, we'll have to call it a skipped week.
I might dig out an oldie, and post that instead
A simple game, this week, but one that's already evolved quite a bit.
As I mentioned the other day, I actually got this game done earlier on in the week, and it was quite a bit of fun even then.
Since then, I've updated it a couple more times, and now it's even better than it was! woot!!
The game is based on an Amiga game I once played many, many years ago.
A simple design.
You swirl around the outside of the arena, moving the mouse left and right.
You fire with the Left Mouse Button, you slowdown with the Right.
And you keep on going until you're dead.
Because, you never can stop it!!
They just keep on coming!!!
Playing tip : Don't let the blues get out of control! They're your first priority.