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So being a glutton for punishment, after I finished Critical Bypass I decided to jump on board for a second Action 52 game. This time I selected Alfredo, which in its original incarnation is a side scrolling action platformer with a chef fighting dangerous ingredients.
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I decided I'd go 2D this time thinking it would mean I could turn the project around a lot quicker. In reality it probably took about as much time as Critical Bypass however I am much happier with the results this time around.
I changed the gameplay to metroidvania style which is a genre I'm a big fan of but have never made anything in myself before. I wanted the art style to pay homage to the original and I went for the sharp edges semi-transparent style that I used in Seasons of Changes but this time the art was all drawn by me. Story wise I did something weird with it but you'll have to play it yourself to discover what I mean.
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Of my recent games this is probably the one I'm most happy with. It's only about 15 minutes long but it's got more substance and polish than my jam games. It was also a chance to play around with more with mechanical gameplay and level design rather than my usual obsession with interactive storytelling.
I owe a lot of thanks to the people in the Action 52 Owns thread on TIGsource along with Terry who gave me loads of useful feedback in the final phase. Allowed me to polish it up a lot and make tons of subtle improvements that really made the game better.
I was tempted to get involved in TIGSources's A Game By Its Cover competition and did a lot of research on a game concept but I've decided not to for the moment. Partly because I'm no longer keen on entereing game competitions as such, I much prefer jams without voting. More importantly though I want to take a break from all these small projects.
Right now I want to build something bigger, like the white chamber was and like Journal was going to be. I'm not 100% decided on which project will win out but there's a bunch in the air at the moment. Whichever it is I want to devote at least 3 months to making something bigger, more substantial.

I've just finished a new game called Critical Bypass. It's a remake of one of the many terrible games in the unlicensed NES cart Action 52. There's a project currently running on TIGSource called Action 52 Owns which is an attempt to get experienced developers to remake all of these awful games into really fun and playable remakes.
The project has not been without its arguments and drama but I've stayed out of all that and focused on making my game. Fundamentally I really like this project and hope it reaches a successful conclusion because it would be great to have a compilation of 52 great games from a huge range of talented developers each bringing their own style and ideas.

So by the time I joined the project there wasn't many games to pick from. It was really a choice of which of the bland generic shooters could I make the most interesting game from.
I took Critical Bypass which in its original form was an eyesore of an experience. Circular ship flies along a dreadful looking moonscape following a road while shooting at colour blobs and blocks. I played it for a little while and there was almost nothing redeeming about it.
I decided that I wanted to do something really different with the game. There's so many similar shoot 'em ups on Action 52 that I figured a lot of the other developers will be making straight shoot 'em ups with their own interesting mechanics. So I decided to turn the game into a 3D rail shooter akin to Rez or Panzer Dragoon. This also fits into my continuing exploration of what I can do with Unity.
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However I really wanted to maintain a lot of the original spirit of the game so the player initially controls a UFO looking ship and the enemies were meant to resemble blobs and blocks. The first level also involved following a road along a gray moon-like surface.
I made the content with a combination of Sketchup for mechanical looking objects and Sculptris for the more biological enemies. I got a friend of mine to do some character portrait art for the cutscenes. Also during the polishing phase I threw out some of my ship models and replaced them with royalty free models I found online
The game was supposed to be take me about 2 weeks to make but instead took around 4 and was pretty much the main thing I worked on during that period. My recent successes with Unity had led me to underestimate how complicated a rail shooter was going to be. The more I worked on it the more problems I was encountering and the more problems with my design I was finding.
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I had some big problems that were ultimately unresolvable without starting it again. Using a Unity terrain on the first level caused huge performance problems for some people, and my not paying attention to keeping the different levels at a consistent world scale meant special effects such as explosions didn't really work right on the middle two levels.
I also now appreciate why Rez and Panzer Dragoon take place in big open spaces rather than tight canyons. To make it properly fun you need to have the enemies on screen for a long time and not just sweeping in and out as I had done.
Ultimately I'm not massively happy with the game. It could probably use more polish and work, and some sections starting over again but I think getting the game to a state where I'd be happy with it could take another whole month of development time. So right now I'm cutting my losses and have been balancing and tweaking what I have to make it as playable as possible.
This weekend was TIGJamUK3, a big event for me. TIGJamUK2 at the start of the year was kind of a milestone in me getting back into indie game development properly. I went to this jam a little more confident in my abilities to make games and knowing I was going to meet a lot of really talented people. It did not disappoint.
As always we were cramped in the CB2 Bistro in Cambridge, this time over 30 of us on a hot summer's weekend so it wasn't always the most comfortable affair but it was worth it. Over 100 games were made, most of which can be played over at http://www.cambridgeindies.com
I set something of a record for myself, producing 10 games. You can grab 9 of them my jams page. The final, I'd like to do a bit more work on and put it out as minor project rather than just a jam game.
Of those I made I'm most proud of the morbid exploring game Lithia, the relaxing mood piece Fishing Days and the comedic mischief VMU game Portable Bastard.
Also I'd be remiss if I didn't point how amused with myself I am over Garden of Delight and Find The Trumpet both of which are more jokes than games. Shouldn't always take all this too seriously.
While my recent experiments with 3D in Unity have been great and I'm going to continue with them I have known for a while my methods of doing 2D is problematic. I was making Journal in XNA which was taking me forever, and I do jam games in Game Maker which means getting people to play them is usually a real hassle.
So after a lot of discussion around choice of platforms at the weekend I decided to try out Flixel. I downloaded and set it all up last night going through the tutorials as best I could. Then today I managed to port Fishing Days with a few improvements and have put it up on Kongregate: http://www.kongregate.com/games/PerrinAshcroft/fishing-days
Really happy with Flixel, much easier and quicker than I was finding XNA. Going to port and improve a few of my 2D jam games while I learn and then think about doing something more substantial with it.
So I've been up to a lot of things of late, I've made a few short games, learned how 3D works, traveled to San Francisco and had to make a very hard decision over the future of what I'm doing. So let me get started.
The bad news as many already know is that I have had to shelve Journal indefinitely. The artist I was working on the game with has had to admit she doesn't have time to work on the project anymore. As the project was based on a story idea by her and to me the game is so emotionally linked to her, I couldn't consider bringing in another artist to replace her. So despite the huge amount of work that went into this and how far along the project was I've now stopped all work on it. I would love to tell the Journal story one day, and maybe with time I'll feel different about it all. Right now though I am unwilling to do anything more with it.
I made a last minute decision to fly out to San Francisco and attend the Game Developer Conference. This was a great decision, in the many years since I last went to a GDC event it seems the indie community has become much more accepted is now a very well represented aspect of game development. I attended some really interesting panels, met a hell of a lot of great people including some personal heroes, I did a lot of quality drinking and even attended a 2 hour game jam in the lobby of the Hilton. Will definitely be going back again next year. Only downer was that I messed up my flight dates and missed my return flight and had drop a rather large chunk of money to get home.
I took part in my first Ludum Dare competition. A bunch of us gathered to take part in the competition at the bistro in Cambridge that is becoming our regular indie hang out. Since I've made so many simple 2D gamemaker titles for short jams lately I wanted to use all the extra time to challenge myself. So I decided to make something 3D using a combination of SketchUp and Unity.
Once I found the theme was islands I felt inspired by Myst and wanted to make something that captured the exploration aspects of the game but without all the frustrating puzzles. So I went with the idea of telling a story through the environment as the player explored, specifically a story about a couple that were never meant to be together. So each island in the game would represent a dream of a time in their relationship.
You can download the game on the site now, and while it's certainly a bit rough around the edges in a lot of places, and I had to rely on a bit more text than I'd have preferred I'm actually kind of proud of the game. More so than most of the stuff I make.
Next up I made a game for the second game's pageant competition over at www.thegamescollective.org, this time the theme was a concept called "negative capability" which I interpreted to mean creativity thriving with the realisation that you can't solve and understand everything in the world. I decided to make another 3D game with the Unity/SketchUp combo, and try to polish it a bit more this time. Also as I typically always resort to storytelling I decided to see if I can pull off this theme using more game-like mechanics. Again you can download it here on the site.
So with these short projects out of the way and Journal now dead in the water I need to decide what I'm doing next. I've been speaking with some of my artistic friends to look who's interested in working with me because let's face it, my art sucks. And I've now got three potential projects with three different kinds of artists:
So right now my plan is to pursue all three of these projects, especially as the first two are much smaller in scope, and for the third I'm hoping to reuse a lot of the engine tech I made for Journal.
In my continued attempts to not really work on Journal properly and get involved in more short form game development I decided to attend both TIGJamUK2 and Global Games Jam 2010. Both were weekend long rapid game making events held two weeks apart. They both turned out to be very different so I thought I'd jot down my experience of how they panned out.
Located on the upstairs floor of a bistro in Cambridge we crammed in a little over 40 people all with laptops around small tables. With no introductory fanfare or structure, you just found some space and set up alongside the other jammers. This immediately made the whole thing a very social experience as you quickly got to know the people you were sitting with: who they were, what they'd made, what was their chosen dev platform.
The selection of people there was fantastic, they were all indie game makers but all of their backgrounds were different. With people of many ages, nationalities, and experience it led to a huge variety of interesting games being put together. The main thing was though that these were all people who knew how to finish making games and were here to get some games written and make some new like-minded friends.
Once things got properly underway the weekend mostly consisted of 3 hour game jams. Everyone would write down themes on scraps of paper, 3 were chosen at random and you had to make a game that used one of more of the selected themes. There was even a 1 hour jam in there at one point but the 3 hour format seemed to really work. It was just enough time to implement a couple of mechanics and get a rough prototype of a game up and running.
This was my first experience of making games in such a short period of time and I was very unsure I could pull it off, but the focus and pressure of being around so many other talented developers really made a difference. As long as you've got a tool you can work with quickly you can really put some interesting stuff together at high speed. Being a very slow and crappy coder I decided to use the weekend to get to know Game Maker and that proved quite a success.
I was involved in making 7 games over the course of the weekend of vastly varying quality but each one was a new learning experience for me. Ideas that sound interesting or funny in my head could turn into really boring or confusing games. I also got managed to work on a few concepts that intrigue me enough that I'd like to come back to them later and perhaps turn them into full projects.
Two weeks after TIGJamUK2 I was very excited to be back at another event I imagined would be quite similar. Global Games Jam is the much more professional cousin of TIGJam, running simultaneously in a huge number of locations across the world, I attended the London event which was being held in a college that runs game development and production courses.
The difference in tone in the jam was quite immediately apparent, opening with us all in a lecture theatre where we watched a pre-recorded presentation played at all sites worldwide, including an interesting video keynote by Ste Curran of OneLifeLeft and Chime. We were then left in the room to break the ice and do a bit of socialising, though after chatting to a few people I quickly realised people were gathering into teams so had to strike quickly to make sure we had all the members we needed to make something.
The format of GGJ was to spend 48 hours making a single game in a small team. We had four primary members: lead coder, coder, artist and designer (myself) along with the help of a musician who was doing stuff for various teams. The overall theme for the jam was "deception" so we decided to make a punishing platformer that tricked the player at every turn. We pitched our concept to the whole room, watched everyone else's pitches and then got to work.
The weekend felt like a real microcosm of working in the AAA game industry:
- Friday was early in the project when we're full of great ideas and convinced we can do anything.
- Saturday was when the quantity of work involved really dawned on us and we worked incredibly hard all day feeling like we weren't really making much progress.
- Sunday was crunch time, corners were cut, ideas were scaled back, coding became hacking.
The rest of my team looked completely shattered by the end of the weekend, having survived on little sleep and working themselves beyond their limits. Being the designer I wasn't quite as busy as them, I spent friday coming up with the overall design, saturday building the levels in Mappy and then on Sunday I switched to doing production work getting the art and music into the game. So unlike them I got a good night's sleep back at my flat each day.
The one other key difference of GGJ was that the demographic here were not indie games makers, they were primarily students or graduates with hopes of getting into the real games industry. These were not people who had made short games before under such pressure. There was a real sense of inexperience and desperation about the attendees. Who were largely attempting to bolster their portfolio for their next attempt at sending out their CVs.
Having experienced both, I'm unsure if I'd do Global Game Jam again. While I met some great people and I always enjoy making games, the format seems to skew towards the most draining and demotivating aspects of the games industry. Also it somehow primarily attracts an audience of people who aren't really in it for making small fun indie games but are just seeing this as a stepping stone to becoming a cubicle based drone. They were good people and very friendly but not people who inspire me to make better games.
I left TIGJam with a bunch of people on a high, a sense of camaraderie after a fun weekend. We'd all made a lot of games and new friends. While I left GGJ with a team low on morale having barely finished a project that wasn't as good as they'd hoped it would be. Seemingly great metaphors for the difference between the indie and AAA gaming industries.