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  •   Slime Dungeon : Infographic to show progress

    6/11/11 - 20:29

    I’ve been tweeting screenshots all this weekend about the development of Slime Dungeon. I thought it would be cool to combine several of the images to document the games creation along its rather short life cycle :

    Quite pointless, but I think it is quite cool to see the development process all in one place like that 🙂

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      Slime Dungeon : A game made in a weekend

    6/11/11 - 16:06

    It has been a while since I have released a game – everything seems to be complex prototypes at the moment. So I decided to give myself a challenge. Similar to the
    19 hour challenge
    that spawned SpaceOreMiner but slightly more concentrated – complete an entire game in a weekend.

    On Thursday night I came up with a simple prototype idea for a cell based game. Clearing as much of my weekend as I could, I set to work coding a game based upon this prototype idea. The goal was simple : I wanted a playable game, with sounds and music, as well as non-place holder artwork and a menu screen.

    One of the things I had to avoid a lot during this process was feature creep. It was so tempting to fall into the ‘lets add everything and make it awesome’. But I knew if I realistically wanted to complete a game within the weekend, I had to keep everything as simple as possible. But, to be honest, for around 12 hours work, I think I have something that fulfills all my major goals within my allotted time frame.

    There is plenty I will add and change to Slime Dungeon in the coming weeks ( it says version 1.0 but probably a good idea to take 0.99 off that value 😉 ). One of the most important of these being an option screen. The music is great and all, but gets annoying after a while 😉 Secondly the AI REALLY needs beefing up – currently it just randomly picks squares and tries to group it’s slimes together. There are some minor ( non-game play altering ) bugs also that need squashing.

    Thanks go out to Inko, who provided the amazing slime model and animations ( also an upgrade that is needed, he has provided three animations in total with it but time-constraints have prevented me from implementing them this weekend). I’d also like to mention freesound.org for the fantastic slime sounds and also the incredible offering of No Soap Radio which provided both the music pieces to the game. If you are an indie developer, I’d really recommend checking them out!

    So without my usual large amount of blog text, GreenSlimeGames is proud to present :

    Slime Dungeon

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      Papertesting the prototype card game

    30/10/11 - 12:19

    As regular readers are aware – I am a very strong believer in play testing a game before the game actually gets to a serious code level ( papertesting heh ). The original card prototype ( see here for youtube video ) was very much a proof of concept – to see how quickly it took to work out the physical game challenges ( capturing, placement on board, blank ai loops etc; ). Now that is in place – it is time to test the gameplay mechanics themselves. And I’ve found the best way to do this was with lots of squares of cut a paper, very many brightly coloured paper clips, a supply of beer and some willing volunteers to help.

    After a few games, it became very apparent that playing on a four by four grid always favored the player who moved second. Changing the game to a five by five grid removes this advantage to a degree. It also means that the game can’t be a draw, as there are an odd number of cells to be played upon. This, I feel, would have never come to light without this papertesting until the game had reached a certain stage of complexity of code. Knowing the grid plays better as five by five, means that I can code the game with that in mind, and I’m not going to have to change anything major down the line.

    Grouping cards into levels, based upon the total sum of their attributes also helped to balance the game. It was very apparent that cards of level 1 ( who added up to 8 ) and level 3 ( who added up to 10 ) were very clearly inferior. However, by altering the cards, removing some attributes and giving it a big boost in one direction, meant that in certain situations the level 1 cards were useful under different circumstances.

    Another major factor that came into play was playing blind, compared to playing open. E.g. the difference between seeing the other players cards, and your own cards. When your opponents cards were visible, it gave the game a very different feeling to when playing blind. When playing blind, the only fair way of playing it wasn’t with random decks, but with both players using the same level cards. Both ways of playing were fun, but had very different feelings to it. So I’ve decided to add this as a selectable option in the final version of the game – two different game modes. First one I will develop will be the open game ( as I preferred that as it allowed some form of strategic planning and removed any luck element ), the second one will be the blind mode.

    For card trading, we tried a couple of methods. The first method was allowing the winning player to select one of their opponents original cards and getting it. The second was allowing both players to take whatever cards were they had captured in the game. Both had very interesting feels. The first capturing method seemed more logical, and allowed the players to strengthen their decks quite quickly. It seems to be the perfect way of playing the game vs an AI in a single player mode. The second method was brutal. A badly lost game means that your deck is very quickly reduced – but thankfully due to plenty of paper and a pair of scissors, it was possible to replenish your deck with level 1 cards again. It also lead itself to a very different play style, people grabbing sides and corners and building up strong defensive positions to avoid loosing their cards. Again, the difference between this two methods were quite enjoyable. Which suggest to me another gamemode 🙂 Beating an opponent by a large amount, and going home with most of their cards was a pretty good feeling, albeit slightly sadistic at times.

    So now that I have a lot of the mechanics actually sorted, it is time to pick a theme for the game 🙂

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      Video : Prototype Card Game

    28/10/11 - 22:16

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      Clouds …

    25/10/11 - 6:44

    Clouds in Unity3d

    Click for fullsize picture

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