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22nd January, 2015
This morning I drew some pipes to replace the plain white bricks.
I'm still not sure what sort of game I'm making, but I appear to have narrowed it down to two possible candidates.
A) A bit like the old BBC-Micro game Pipeline, where you run around a maze completing tasks.
B) A bit like the old 8-bit game Cybernoid, where you float around a maze shooting things.
... or it could go completely crazy and end up being a giant Maze based Snake game, or something. Really, no idea at this point, just popping thing in and seeing where it takes me.
I think it'll all depend on the next piece of the maze generator's results. Guess I'd better work on that, then!
21st January, 2015
Since I'm spacing out my dev-time, I should hopefully have more time to do Dev-Diary type posts, as the games progress.
Hopefully, this will give you a little more insight into the sort of decision making that goes into AGameAWeek. I'll also try to take the time to add odd bits and pieces of craptastic-useless-trivia whenever I get the chance.
As frequent players will have noticed, I've been using a strange secondary numbering system for a long while. (Check out the Windows-Downloads to see them!)
The numbers are based on when the very first Wednesday Workshop was set, and have been increasing ever since. Sometimes I skip numbers, other times I make about 5 or 6 prototypes with the same number, but in general each released game since about 2008 has had a unique number.
The game I'm currently working on is #402 (Alpha Collexion was #400!) and until I bother to give the thing a name, that's what it's referred to as! The folder on my desktop is simply 402/, and the game dev file is Game.monkey. Once I've bothered to name the game, I tend to tweak it all to suit the new name. .. Although, occasionally, folders are left with their proto-names, if I've come up with any along the way. ("332 - TrackShot" springs to mind.. That one ended up being called BlastTrax!)
Anyway, I've started this current project by creating a simple looking maze generator, and setting up the engine to allow good-old-fashioned screen-flipping movement.
Next I need to start designing walls, background objects, pickups, and then adding in some enemies.
I'm not 100% sure what form the final game will take, be it an RPG romper, a Space Shooter, or what. I'll leave that up to whatever style of graphics I can be bothered to draw
20th January, 2015
I've opted to call Year 7 the "Gap" Year, in the sense that not every week will be a game... There will be frequent Gaps!
I'll be trying out the usual crazy ideas, but each game will be given a little more breathing room than I usually give them, in an effort to make games a little more substantial than they usually end up being.
The Rules are as follows..
After week one, the game should at least be playable. If it isn't, then I throw it out and start something else. No good forcing bad ideas down people's throats!
After week two, the game should be bulky, and pretty much ready for launch. Tweaks on difficulty and general "playability" will be the focus, here.
By week three, I'll try to release whatever I've got, and then based mostly on feedback the game might hang around for Week Four where it'll get bulked up.... or I may just move on to the next project, instead!
If a game manages to surprise me, and get finished within a week, then so be it. That's what'll be released.
Similarly, anything that seems to drag on too long will either end up being posted "unfinished", or just be scrapped.
18th January, 2015
Things I should be doing.
1. A new Alien Deathmatch
2. A new RetroRaider
3. A new JNKPlat
4. That space-platformer-shooter thing
5. YBox Drops
Each and every one is too large for a Weekly timescale, and as such, I've not started ANYTHING!
They're all random unstarted ideas, waiting for "just the right time", but at the rate of AGameAWeek, there's never really going to be time to get around to them.
Heck, I was supposed to do JNKPlat 2 years ago! I started it for the Xmas special in 2013, and.. That's as far as it ever got.
And let's not forget the wonderfully styled Sheep Goes Right that's been lying unfinished for just as long.
So I've made a decision.
Over the past 2 years I've written nearly 100 games, and that's enough for a while. Instead of scrambling to achieve AGameAWeek, I'm going to be focussing on roughly one every month, and it'll be a nice big decent sized game.
I still have elements of the framework to fix up, but nothing that'll get in the way of game making, as long as I actually get on with the game making!
And that's the important bit. I'll no longer be worrying about what I can cram into a week, and so (with any luck) I should be able to work on some of the bigger ideas.
Feel free to shout at me in the comments, if you dislike my decision
17th January, 2015
Currently on my list of ideas, I have...
1. A kind of space shooter style platformer.
2. A redux of YBox Yahtzee from the Alpha Collexion
There's also a few other ideas bubbling away, in my head.
The main problem I'm having, is getting started on any, because I know that whichever I choose to start on, will more than likely take more than a week to complete.
As such, I've kinda been sitting here all week going "well, what else could I do...?" and not actually getting ANYTHING started.
It's a bit annoying being in this situation. A sort of time-based writer's block.
I need some short and sweet little game ideas, but I'm also trying to keep the quality up, so they don't feel like they'd fit into the Alpha Collexion..
I've coded myself into a corner again!!
I need to get back into the swing of things.
We'll try again, next week..
Meanwhile, enjoy the daily doodles!
13th January, 2015
It's time to fry some Butterflies! Use the electrical hubs to generate lightning, and Zzap those bugs to oblivion.