Game Fortress's Report
Posted on February 24, 2007 at 01:37
I have been busy like never before, and now that I have a laptop, I haven't been online much. I just wanted to remind everybody that I still exist and that I am still developing games. Alot of the changes I have made to existing projects are behind the scenes, so the screenshots might not look that different to you.
Of particular interest, I have put alot of work into The Alchemist's Secret. It has a great user interface now and the mechanics are simplified.
Stardust has grown alot as well. You can now level up in battle and acess new attacks from the pause menu.
<a href="http://64digits.com/users/Game%20Fortress/10star1.jpg"> Stardust Screenshot #</a>
<a href="http://64digits.com/users/Game%20Fortress/10star2.jpg"> Stardust Screenshot #2</a>
Here are some random shots of newer games (most of them are mini games) that I am too lazy to properly explain.
<a href="http://64digits.com/users/Game%20Fortress/10reeb.jpg"> R.E.E.B.O </a>
<a href="http://64digits.com/users/Game%20Fortress/10underground.jpg"> Underground</a>
<a href="http://64digits.com/users/Game%20Fortress/10ripped.jpg">Ripped: Assault and Battery</a>
<a href="http://64digits.com/users/Game%20Fortress/10check.jpg"> Checkmate</a>
Stardust is in progress again
Posted on November 01, 2006 at 00:28
I put Stardust on the shelf after getting the basic engine working a few months ago, for lack of inspiration. It wasnt meshing like I had wanted, but I was finally struck with a few new ideas for it, and I have relaunched the project. (I have had a few unnanounced ones that are finished, but I am still cleaning them up. For curious eyes, the closest to completion is Underground, but I will talk about that later) I am happy to announce the first progress scinece August. I reprogrammed ALL the AI and it works MUCH smoother now. I was able to cut the code in half after figuring out a new way to work it, and I also revamped the pause menu and some of the attack mechanics. I reworked the talkboxes as well. Here is a screen:
or, if the html link didnt work, paste this in your browser:
As for Underground... it was for a school project and I guess it got out of hand. It is a platformer that features double jumping as a major gameplay element, along with puzzles and exploration. The main character is some kind of frozen Gremlin who is helping free all his imprisioned freinds from a hot underground mine. It will be short and sweet. I wanted out by today, but that didnt happen... perhaps next week though, depending on how much time goes into Stardust.
(Oh, I just read the post that says HTML is disabled. That explains alot)
The Alchemist's Secret
Posted on September 09, 2006 at 21:41
Okay, before sombody shoots me for a new project (because I know people are getting sick of my constant switching) hear me out. Those who have followed my forum may know of my plans to do commercial game work. For that reason, I have been holding back several titles (REEBO foremostly, but also beta versions of Stardust and Blackwater) because I have not decided if I want to leave them as Freeware or attempt to sell them. (No hate mail please, I have gotten enough of it already for "selling out" and it didnt change anything. dont spam my inbox)
Anyway, I also wanted to make a freeware game from time to time, for people to enjoy and to bring traffic to my website. Nobody seemed to belive me, and for that reason, The Alchemist's Secret was born.
The whole game takes place inside an acient book. Anyway, time to cut the crap and show the game.
<a href="http://64digits.com/users/Game%20Fortress/TheAlchemistsSecret_bv1.0.zip">Download The Alchemist's Secret </a>
(TAS is mouse navigation)
Right Click to set target
Left Click to launch attacks
(The character will lauch the active attack when you press the left mouse button. The following keys alternate the active attack)
Z- Sets Active Attack to Barrier
X- Sets Active Attack to Blast
C- Sets Active Attack to Arrow Barrage
V- Sets Active Attack to Slash
B- Sets Active Attack to Beam
How to play:
You play the game as an Immunculus; A creature made from magic ink. Before you start the game, you have to create your Immunculus. To do this, you select 5 hexons (magical symbols with various attributes.)
The Green Hexon grants Speed
The Yellow Hexon grants Magic
The Red Hexon grants Strength
The Blue Hexon grants Defense
If you give your Immunculus five green hexons, but no others, it will be very fast but very weak. Choose your own combonation.
The Health Bar:
In TAS, you have 4 different types of health (one for each Hexon symbol)
EVERY Immunculus has these four symbols, regardless of wich hexons put it together. When enemies attack, they may target all 4 symbols, or just one or two. The brightness of the symbol shows how much health is left in each symbol. If two symbols are destroyed, the game is over. (confusing, but you will get the hang of it)
To launch a spell, you must have magical energy. When a spell is launched, the magical energy drops and must recharge. Some spells cost more magic than others. An Immunculus that has been given Magic (yellow) Hexons will recover magic much faster than normal. The glowing Aura around the Immunculus indicates how much magic is available.
(I will try to update with more information, but Im all typed out for now)
the GM Roulette
Posted on August 13, 2006 at 17:04
I was doing a self evaluation, and I guess up untill now I hadnt realized just HOW MANY projects I have had running at the same time. At this given moment, I have upwards on five serious games under construction, all of which will require serious labor to perfect. REEBO, Blackwater, StarDust, TCOK Wooden Whispers, Dropout, Magnetic, plus a few other smaller ideas that I havent publically released. I dont know which one I should concentrate on, and my game-making mood spins like a roulette... I never know WHICH game I really want to work on a day early. I am actually a very fast game maker- Both REEBO and Stardust have solid engines that took me only a few days each, but I can never keep my mind on one thing for more than two weeks, so I leapfrog from Idea to Idea all the time.
The reason I say this is because I was planning to fit Stardust in to take a break from the very tedious Blackwater, but then I played my demo for TCOK WW again and remembered how much I love that Idea as well. I know it is unwise to split my attention too much, but I also dont want to burn out like I did with BW by not giving myself options. I think that after I revamp my website, I will put small demos up for ALL my projects so I can start getting input on them. Comments on the screenshots DO motivate me, but comments on the actual games motivate me more. I have been holding them back because I either dont think they are demo worthy yet or Im not sure what I really want to do with them, but either way, a demo cant hurt.
Untill then, I guess I will just have to keep myself sane and finish one of my many many games.
So, just curious.... what game do you think I should work on most? (between StarDust, TCOK WW, or Blackwater?)
The Curse of Kaumaha WW Progress Update (and StarDust too)
Posted on August 12, 2006 at 20:34
Just to prove that I havent been letting TCOK:WW rot, I decided to provide images from two more torch powers; White and Black.... (Black is a new torch that did not exist in the original because I couldent get it to look good. I am still working with it, but It will work in the end.)
I also ran into issues with StarDust and the pause menu, which I figured out and am in the process of rebuilding. The pause menu will be a critical aspect for StarDust because that will be the place where you assign your party members to certain attacks and apply experience that you have collected to level up.) and I have decided how I want to do the map as well; It will be a series of smaller rooms to avoid speed issues that connect at the borders. A map will be provided to show you where you are in the grand scheme. Things are looking pretty good at the moment.
StarDust Concept Art
Posted on August 02, 2006 at 13:39
The idea for stardust has been floating around in my head for a long time, but a lazy sunday afternoon when I drew the pic below is what really got me jazzed about it. Concept art is like that..
It made me like the idea of an enchanted space ship alot more for some odd reason. (Its resemblance to a sword is pretty obvious)
Anyway, on to actual game stuff. I programmed a ton of crap for the game yesterday, including some pretty good enemy AI (though they tend to circle more than I like) and allies/party members that help you in battles. I made some fun explosion effects, which was pretty fun to do XP. Oh yeah, I also added a rough minimap.
anyway, here are some more screens. (and for the record, I didnt announce a new game today.... Cant promise about tomarrow though.)
Awaken the StarDust...
Posted on July 31, 2006 at 23:35
I have some screenshots from StarDust, yet another project I have picked up to see if I like the flow. REEBO went very well and is mostly done. Two or three more hours of work would top it off perfectley, but I dont know what I plan to do with it yet. (aka, reserve it for sales or leave it as freeware) As always, Blackwater is hush hush but I have worked on that as well... I am really exited for it. TCOK2 has gone without work for a few weeks because I have had tons of comp problems. I dont know if I will continue with it or work more on StarDust to break up the ugly of programming Blackwater.
Anyway, the story is (bear with me, I know it sounds corny) about an enchanted/cursed spaceship. The game will be VERY much a fantasy adventure. I wont release details on the gameplay mechanics yet, but I rather like the screenies.
REEBO Retreival Unit
Posted on July 10, 2006 at 21:05
I spent some more time today exploring REEBO, the game I mentioned in an earlier blog. I like the projcet because it is so easy; I dont have to stress about alot of things in my other projects. The graphic style is not my usual pixel art so drawing the sprites is a bit more tedious than I would like, but other than that, its looking pretty nice. Its perhaps a bit childish, but in a good way. (not that I am unbaised to my own games or anything)
In the game you play a red robot who shifts modes to navigate each level. Each shift consumes a unit of power, and you have to reach the end without running out. There are major puzzle elements and the levels can be solved a number of different ways... I think the open endedness gives it flare. anyway, heres a screen of REEBO in all the current available modes (not including the spring because I already posted an image with that in it)
The dead walk!
Posted on July 09, 2006 at 01:30
I have recently realized how many projects I have/had that never saw the light of day. Easily 10 or more well developed ideas with prototype games lurk on my hard drive without ever being exposed to fresh air. Many of them were good ideas that I came up with long ago but didn't have the skill needed to do the game idea justice. Because I like the concepts so much, I have taken an equally recent liking to revamping the games. One such game idea, REEBO, was looked at today. I am always suprised at how much I constantly improve in terms of graphics AND programming. Alot of the stuff I have "revamped" is art that I was once verrry proud of. In that year, my skills have sharpened immensly, so it gives me absurd pleasure to compare the old with the new. Somtimes the old stuff has more charm, but in an unsophisticated way. Its the kind of charm that can only exist in a freeware game because its not commercial quality, but anything better misses the mark/atmosphere. I am starting to not make sense, so I will wrap it up and leave you with this little side by side of The new/old versions of REEBO.
(For those who might have a panic attack, things like this are mostly experimental side tangents. I may explore it later but what you see before you is NOT really an official WIP like Blackwater and TCOK2. Those two games are still on the roster.)
My TWISTED comic
Posted on July 07, 2006 at 02:35
Yeah, I am a cartoonist in my spare time while I am not game-making. My strip is called Twisted, so named because it takes a twisted sense of funny to get/like it XD. Anyway, there will be updates on my forum, but I wanted to post the one I did today in my blog because its strangley pertainent.
Its based on a personal experience of mine from a couple of days ago. What can I say? Computers are more fun than night games.