Archive for the ‘Eleventh Hour’ Category


A bit of everything

19 Jul 12

Lots and lots have things have been happening over the last month! I thought it’d just be better to do a super big post and run through lots of stuff!

Eleventh Hour

So Eleventh Hour actually hit front page on Kongregate and on Newgrounds which is great! It’s always good to see the game up their – thanks to Tom and Greg! :)

It’s actually got a much better reaction from the Kong and NG crowd than it did from the Armorgames players. Which I find pretty interesting – A lot of the Kong feedback was pushing me to make something of this idea and pursue it more (Which me and Jay have ideas for, it’s just finding the time we’re both able too). I’m hoping in a month or two we’ll be able to sit down and nail something and not just a quick game! :)

I’m totally thinking a zelda meets fallout style. I mean, this prequel will set us up perfectly ;) Lots of RPG elements; Crafting, EXP, Skill tree, nice inventory and quests. Time will tell for it!

Platcore

Wow – bet you haven’t heard this name for a while, right?! Bloody hell.

So yeah! After months and months of talking to a few sponsors and getting things sorted out – it’s all finally a done deal and ready to release (I’ve just got to add a little tutorial then boosh!) I’ll let you guys know when it launches though, as I do! I’m hoping it’s this week – if not, definitely next week!

Am I seeing things?! Platcore is ready for release?

 

Above Average Guy

It’s a shame this got put on hold for Eleventh Hour and then after that Platcore got sorted out! So this game has been on the backburner for a little while now sadly. BUT, I plan to pickup everything in a week or so and it’s pretty much done to be honest. All I’m doing is designing a few more levels to keep a decent amount of content in it, then we’ll be good for that!

I’ve got everything crossed that the process for sponsorship won’t take as long as Platcore! (Nothing in the world can to be honest!) :)

We’re waiting for the show to begin! HURRY CHRIS!

Mochi London 2012

Now this has turned in to a biggie! We’re looking at 101 registrations already – for our ‘Saturday only’ ticket, we’re completely sold out! I mean, it’s looking like it’ll be huge and so much fun! Can’t wait for it!

I also might be talking to – who knows! Me, I guess. But yeah, I’m thinking about it. I’ve got a decent topic that is interesting and I’m going to go for it (When it’s all nailed down, It’ll be released and also update the registration page on it)

Tom Krcha (Adobe) also confirmed to speak last week which is awesome! We’ve also got one more speaker due to confirm too, I’ll let people know on twitter and all that good social stuff.

So there are actually 9 tickets left as I write this – I urge you to run over there and get it all fully booked! http://mochilondon2012-estw.eventbrite.com/

If you made it to the bottom, you rock!

Eleventh Hour

10 Jul 12

I thought I’d write a bit just to clear up this game a little bit, the process and how it all went!

So first off the game was called ‘They Took Her’. Jay and I threw this together for the Mochimedia 60 second compeititon. We also tied up a sponsorship with Dan from Armorgames in a very short time too which was brilliant. I mean, probably the easiest and nicest person to work with ever. So in the competition, we actually placed first, which was brilliant! Couldn’t have asked for more.

We then decided to launch the game as it was in the competition. But to be honest, players weren’t really receptive at all to the 60 second challenge. The comments just get flooded with people complaining about how difficult the game was to complete (Totally understandable too, I’m not one for being pushed along but that was the rules of the competition so we went with it). So taking all the feedback into consideration we decided it’d be best to just relaunch the game.

Thus, ‘Eleventh Hour’ was born! After trawling through all the comments, it made sense that people hated the timer, it was a given, it was the bane of peoples lives! That really had to go. We tried to make it more playable to the general gamer instead of just a competition (We were gunning to win, what can I say! The build was for the competition, it served what it was for!).

  • After title screen just to set the scene in two lines of text ‘Your town is about to be bombed. You’re in the town bomb shelter waiting to meet your daughter for roll call.’
  • Widened hit boxes on some objects – Some players got a little frustrated at some of the hit boxes such as the wardrobe in your house, and a few of the key items and notes. So I just expanded them all, makes life easier! :)
  • Some zombie locations were changed – Some you could just walk through the door and shoot instantly (Mainly the house), it also happened in the Mayors office, but with the other two zombies behind it, it didn’t really make a difference if they were actually moved around.

So after those changes were made. I was left with the biggie. It was either a) remove the timer totally – however completely kill the challenge of the game (Which I didn’t like the idea of), or it was b) pause the timer when you pick up notes and slow the timer a little.

It’s a bit of a no brainer, I mean both of those options definitely kill the challenge of the game in my opinion. But people were just not receptive to the challenge anyway, so it’s nothing to lose (Even though I completely preferred the challenge, it meant something). So I decided to go with slowing a second down by 0.075 of a second to give the player more time since it’s what they complained about the most. I also paused the timer when you read notes, which I think is the biggest change in the build, as it allows players to read the story instead of being completely rushed along.

Overall, I’m really happy how the game turned out. I mean, it won the competition and it’s a good looking, fun game. So far, it’s not looking like it’s having a super great reception. But it’s looking like it due to it being a small game now. We definitely aim to expand on all this and create a larger exploration based action-RPG for sure! I mean who knows, could be later in the year. But it’s definitely something I want to do, I think this kind of game can be explored a lot more.

 

First Place!

06 Jul 12

They Took Her netted first place in the Mochimedia 60 second contest! Wahooooo!

It’s great to see how much creativity a contest can spark and I’ve got to say there were some great games in there too, so great job to everyone!

Sadly won’t be doing July (One button game – I mean, Space is Key is already born, we don’t need anymore one button games from me), but I’ll probably do August no doubt! Can’t beat a little game jam.

As for how the game is doing. The game got sponsored by Armorgames which is brilliant! And we actually launched the competition build last weekend, however the reception we got from players wasn’t too receptive. I mean, everyone hates being rushed along and it is a small game. So we took the feedback onboard (A lot of sifting through comments) and we’re going to re-release the game most likely with a different name too. A more viral build that players will be able to sit and enjoy without being rushed too much! So looking forward to that :)

They Took Her

22 Jun 12

So Mochi have launched a  60-second Gameplay game jam competition. This kinda got me intrigued as I’ve always wanted to develop a game in a small time frame without worrying! So I got in touch with Jay Armstrong (Combat Hero Adventures) with a super enthusiastic pitch telling him we just have to make something! So the whole idea was something untraditional, when people say ’60 seconds of gameplay’, instantly you’re thinking about pushing as much action and madness in to each second as possible! And although that is cool, I wanted to stand out from the crowd to be honest! So I had the idea of an RPG (I know, right!), purely because when it’s mentioned, people think a huge time eating game, and 60 seconds would just be laughable for an RPG. So guess what, we rolled with it!

A zombie getting blasted away, that’s a good title screen. Right?

So the game is called ‘They Took Her’ and it’s concept is super simple. You’re in a zombie infested apocalyptic town, a nuclear strike is imminent. And guess what? You’re daughter just isn’t in the bunker at all. So you venture out in to the carnage to find her! Uncovering secrets things you really didn’t want to along the way!

So basically, the game revolves around a few playthroughs in order to uncover what is going on (by reading notes and pieces of paper), and where your daughter is, and you’re only got 60 seconds to do it all! So being slow, just isn’t an option guys!

I’d love to rant more about it, but to be honest, I’d rather you guys play it when it’s released and see for yourselves.

The streets are pretty empty……. I think

We started the game on 13th June 2012 and will be finished this weekend. But we really haven’t put in full days (Which was our whole idea, get the game done in two full days), so overall, it’s not been a long game to develop at all, just we didn’t have the time to plough everyday in to it!

So Jay handled all the art as what usually happens when I collaborate with people! (I can draw a house without taking the pencil off the paper though ;)) I also got Skybase involved! So I’ve known him a little while, and met him through Alex(NCH), and he’s been involved in Platcore and also Above Average Guy. There’s not much this guy can’t handle to be honest! But he’s doing us a great ambient track for the game and some neat SFX to accompany it all too :)

 

Every game needs a destroyed, Zombie infested police station in my opinion!

 

So next on the agenda is to get the game sponsored! We figured since we’ve put more time in than we initially planned, we could get it sponsored and still enter the competition (Which is all good fun and which is pretty much what sparked the idea off!)

Did you know Space is Key is on mobile?

Sitepromo