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Trapper Zoid

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Random thought for the day:
Lemmings is one of the most awesome computer game ideas in history.


I'm back from my week of Real LifeTM. I spent a few days back in Melbourne, mostly hanging out with my brother playing on his Xbox and watching his experiments with home video (pretty darn good IMO). Then back to Canberra, where I spent a few days in a science communications course. I communicate can my ideas good so you understand can them too!

Unfortunately I was pretty worn out and sleep deprived after that course (we had to do homework! Gah, I thought I'd left that era behind! [grin]), so I mentally crashed for a few days and got hooked on playing old classic games instead of doing more productive work. I suppose I can spin that into a positive; while I know I presently don't have the ability and can never have the time and resources to make a AAA title by today's standards by myself (or even with a small team), it does help to remind me that I probably do have (or it is within my grasp) to create a game of the same standard as a Master of Orion or a Civilization or a X-COM or many SNES games. Those games are still awesome. However it's a pretty weak positive; must get back to making games rather than playing them!

But now I've had a break I'm pretty psyched up about my game in progress: Project Penguin, which I've now started calling it by the brilliantly innovative working title "Ice Slider". I reckon the concept has got the makings of a fine little puzzle game, so I'll be back to work writing up the engine code this week. I reckon I can get the game up to the menu system by Monday next week.

I also have not forgotten about my promise to make that Inkscape tutorial! I know it's nearly a month after I promised it, and that's really making me feel guilty. Unfortunately I think the present tutorial as it stands is pretty rubbish in parts; I go into too much detail in some areas, not enough in others, and I think the first tutorial is a bit dry. I'm planning on slamming together a second tutorial tonight which actually goes through a practical example, and hopefully I'll post the draft tomorrow: Wednesday at the latest. A draft tutorial is better than no tutorial I guess, and then I can get some feedback on how to make it better.

I'd better remember how to access my members directory via FTP as well so I can copy the darn directory across; I'd hate to have to shift all those little images individually!
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I felt pretty good about my art skilz after seeing Master of Orion (I only ever got the chance to play MO2, but I fell in love with it) And of course, Sapo and I are aiming for a early 90's type of awesome game in Angels 22 as opposed to one of the linear-speculized-quadrangle triple-bypassed pixel-highlighters/games of today.
(And now wondering if anybody would be interested in a MSPaint tutorial.[grin])

Can't wait to play the P Project, it always looks like you put an awesome amount of thought into your designs- bien trabajo!

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Original post by Prinz Eugn
I felt pretty good about my art skilz after seeing Master of Orion (I only ever got the chance to play MO2, but I fell in love with it) And of course, Sapo and I are aiming for a early 90's type of awesome game in Angels 22 as opposed to one of the linear-speculized-quadrangle triple-bypassed pixel-highlighters/games of today.

In my opinion, Master of Orion 2 has very good 2D art; better than what I can do (although your art may be on par or better!). Master of Orion was a lot rougher - partly because it was in 320x240 VGA. The character designs are pretty good as well as the backgrounds, but the ship and space art is pretty simplistic. But it still works and is a lot of fun! Master of Orion also plays a lot differently to its sequel, so it's still fun to play the original. Both are classics.

Quote:
(And now wondering if anybody would be interested in a MSPaint tutorial.[grin])

I'd be interested in knowing how you can draw pixel art that good using purely MSPaint!

Quote:

Can't wait to play the P Project, it always looks like you put an awesome amount of thought into your designs- bien trabajo!

To be honest, Ice Slider is so darn simple I haven't needed to put a lot of thought into the design. The design document is a bunch of pencil scribblings on a single A4 sheet of paper (and a lot of stuff in my head!). The goal is to properly finish a game (as in fully polished to the best of my ability in the time available in the rest of the year) so I can get a better idea of what to improve for the next game.

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