Archive for December, 2009

Roots

Sunday, December 27th, 2009

Over the holiday break, I’ve been thinking of several game designs, capturing a few of them in google docs, updating some old ones, and I thought of one that I think might be interesting. I have to work out lots of the details, but I put together a visual to drive my creativity and design.

More to come on this design later, but for now, enjoy the visual.

Roots Screen 1

Encounter is live!

Monday, December 21st, 2009

Well, I didn’t get all of the features I would like to have in the first game in the Encounter series, but it’s live in time for Kongregate’s Stride Long Lasting Game Challenge. If nothing else, this will give me some feedback to churn on for the next game.

Everyone check out the game here: Encounter: Endurance Trials on Kongregate
Make a Kongregate account, log in and give it an honest review!

A huge thanks out to Alex at NoDiceRequired for play-testing and providing great usability feedback.

Cheers to everyone following this blog… this is just the beginning!

- Josh

Encounter: Endurance Trials Beta(?)

Sunday, December 20th, 2009

Check it out.  The contest end is approaching quickly.  I don’t have much time for bells and whistles, but I needed to add some things that make a flash game a flash game, like menus and things.

2 more nights of coding left!  (~8 hours).

If anyone that visits this, plays the demo and sees something obviously missing or horrible, please comment.  I’m going to wrap this one up with a few more encounters and ship it Monday night.

Enjoy!

Encounter: Endurance Trials Beta

Encounter: Endurance Trials Beta

Road to Endurance: Day 1

Wednesday, December 16th, 2009

So after day 1 and 4 hours of coding/designing, we have a small update.

New features:

  • Ability: Priest Heal works.  Select the priest, click Heal, and select a Unit.
  • Ability: Ranger Provoke psuedo-works.  Don’t expect it to do much, but you can throw some meat around!
  • 2 new encounters: 3 bats & Super Bat. (horribly scaled)

Goals for tomorrow:

  • Aggro/Target management logic for the enemy units.
  • Finish Ranger’s Provoke ability.
  • Give the Warrior an ability.
  • Add a new Enemy with new AI.
  • Add 2-3 new encounters.
  • Fix the Ranger’s “East” walking animation.

Enjoy the demo!  Feedback is appreciated.

5 day marathon

Tuesday, December 15th, 2009

A contest has been posted on Kongregate to make a game that features the theme of “Endurance” in some way. I’ve been contemplating whether I should try to make something worth while for several weeks now and it’s down to the last 5 days. Like the procrastinator I am, I think I’m going to give it a shot… 5 days before the contest. If I fail to make the deadline, Red Clover will have gotten a swift kick in the rear to bust out some new development anyway, so it’s a win-win situation. ;)

In any case. The “Endurance” theme will come from having to endure wave after wave of enemies, requiring the player to learn the unique mechanics of each enemy, or perish. I’m thinking somewhere on the order of 30-50 waves, but it depends how many assets and abilities and unique scenarios I can crank out in 5 days. It’s going to require a lot of tuning, but I might be able to crank something out.

So here’s a quick update with some visuals and a bit of an idea about the way the “Endurance Trial” will work. This prototype features 3 waves. Abilities are not fully implemented (even though the priest has a heal ability).

Give it a shot, let me know what you think. More to come in the next 5 days, so stay tuned. ;)

Note: This time the flash widget is embedded right into the post, give it a minute or 2 to load.

Edit: Removed Flash object.  See the latest post for updates.