Guys, you don’t understand, it wasn’t supposed to be that good of a game!

So, GDC China just ended.  I had a great time, met some great people, and listened to some fantastic talks.

But that’s enough of that (at least, for now).  Because, you see, the first morning of the conference was the day MochiAds accepted my game Why Am I Dead.  It was also the day I was allowed to put my game on the bigger flash portals.  I just sort of did this without any real expectations for anything, except for maybe a transient increase in ad impressions.  Mentally, I had already finished the game and made it public.  This was just a little footnote.

I was so, so, so stupidly wrong.

With such a promising mechanic, I hope WAID ends up being more of a proof of concept for a bigger project… As a standalone game, Why Am I Dead? has flaws, but it’s still plenty fun enough to justify sinking 30 minutes to an hour into it…

Gamecola.net

Clearly at the moment, the developer has a greater amount of skill at constructing an effective mystery than depicting it in Flash. However, it is an ambitious, atmospheric work reminiscent of Hotel Dusk or Colonel’s Bequest, and it has quite the killer ending. This marks Peltast Games as a designer to watch out for in the future.

JayIsGames.com

It’s certainly not perfect, but Why Am I Dead? is brilliant enough to be worth a few confused hours this late Sunday evening.

Indiegames.com

  • It got the daily first spot on Newgrounds on 11/17/12 with about 9,500 views
  • …and is continuing quite healthily on the “Popular Games” section with, as of now, over a 4 star rating
  • Also got included on FreeIndieGam.es, a web-blog that I am a big fan of

I don’t know how all of the above looks to people who are not me.  After all, a lot of the praise is qualified with good criticism, and there are Daily winners on Newgrounds every, well, every day.  So, perhaps none of this shocks or awes you, the audience.

As for myself, however, well.  I.  It’s just.  Ahem.  Forgive me as I pretend that I’m on Tumblr for a moment.

There’s a lot more to say on the game as a whole and I may write up a post-mortem in the near future.  As for now, there’s still a lot of work to be done on the game regarding bugs and APIs and whatnot and I should be doing all that and not posting on my blog!

A Hopefully Intriguing Prototype

First off real quick, after work with a graphic designer I know, I have a new logo which you’ll see emblazoned at the top of this blog.  I’m quite happy with the result!  With this new logo in hand, I redesigned my home website once again.  The results, before and after:

The result is a brighter design with way more space, and a quite sexy logo if I do say so myself!  I also used a bit of JQuery in this version of the site, which was nice to dabble in.

The main thing I’d like to talk about in this post, though, is that I put up a game prototype on my website.  I’ve been working on it for about a month and a half alongside preparing Why Am I Dead for its release into the wild.

You can find it here!

Of course the big issue with it is that there’s no tutorial, so it may take some patience to actually understand what’s going on.  I wrote at length about the rules and how they work in that page, so I’ll not do the same thing here.  Instead, I’ll talk more about the technical side of things, and why this prototype took over a month to make.  Sure, it doesn’t have immediate visual appeal, but that’s not what prototypes are about.  And frankly, I did some stuff that I’m quite satisfied with.

1: Menus in menus in menus in menus

The game is turn-based, and, as with most turn-based games, it centers around picking from a range of different options which are on a menu.  Some actions may have further options related to those options, which require some other menu.  Think about typical RPGs.  You can attack, defend, cast a spell, and use an item.  But if you select Spell, what spell do you pick?  And then, who or what is the target of that spell?

In my case, the details get way, way more complicated.  For instance, the actions you can choose from are often restrained by temporary effects.  Get hit in the legs, and now you can’t pick Move or Dash.  Even more, you can select two actions per turn and sometimes these effects will go away in between those two actions, thus freeing up new actions mid-turn.  So, the result is that there will be menus in menus in menus, appearing and disappearing, switching around and changing all the time.

One of my main priorities was to make this as easy and intuitive to program as possible, so that when game mechanics inevitably get changed as the game is refined, actually implementing those changes is painless and straightforward.  To that end, I think I’ve succeeded; just about any change in the player menu, no matter how big or small, can be accomplished in several lines of code on the client-side.

Good thing none of this is confusing!

2: Customization!

After I got the basic game mechanics in, I decided to implement something I’d only been toying with beforehand; full equipment customization!  That is to say, every piece of equipment or weaponry would be represented on screen in battle, and move alongside your character when he attacks and defends, and so on.

The thing that made this a bit more ambitious for me is that I don’t use Flash Professional, or really any tools that might make this easier; I am working in FlashDevelop 100% of the time.  Still, it was pretty straight-forward for the most part, if more time-consuming.  One of the most vexing issues, to be honest, was making sure that the equipment had the correct rotation and positioning when I flipped the bitmap for the opponent.

And again, I’m pretty satisfied with the results.  The work behind making new equipment, as well as swapping between pieces of equipment, are trivial.  And though the prototype doesn’t have flashy animations, the poses behind each action are convincing enough to make this effect, at least to me, visually impressive.

Yes, it’s kinda choppy. Yes, vectors would rotate better. But bitmaps have more charm!

So that’s about it.  I’d love any feedback on my li’l prototype, since it’s still in an early and flexible stage.  I’ll actually be taking a break on this project in order to handle some real-life stuff and other things I’ve been juggling around, but I definitely like the direction this is going in, and fully plan to return to it in the future.  With a tutorial, an equipment screen and some kind of metagame, I think this could be a really deep and fun game.

My first game launch, as it were

I got off extremely lucky compared to many other North-easterners regarding Hurricane Sandy.  In my area there were power outages and the occasional tree falling on some poor sod’s car, but no floodings or fires or what have you.  I wasn’t even one of the people who lost power, I just lost internet for several days, and I’m pretty grateful of that.

And not long after my internet returned, my first game is now online!

YOU CAN PLAY IT HERE

As my first game’s launch, this is kinda how I feel right now:

yeah

The image is taken from this article written by Derek Yu, which mirrors my thoughts and feelings on finishing a game in a myriad of ways.  I mean, I had kinda already finished Why Am I Dead a long long time ago, but only sort of finished it.  This time, I finished finished it.  And it feels good.  Oh, here’s another image from the same article that seems appropriate:

feels good man

Anyway.  With all this excitement, it’s pretty much impossible for my standards of success not to be met.

“This game is too short!”  == My game left people wanting more.  Success!

“This game confused me.”  == My game got people thinking.  Success!

“This game was impossible to beat.”  == My game was ambitious.  Success!

“I absolutely hate this game and I want to injure you.”  ==  My game, uh…created an emotional response.  SUCCESS!

…On a more serious note, I’m looking forward to getting feedback and growing as a developer/designer from the responses I get.  And of course, other projects are in the works, one of which I’m very overdue on talking about!