FredFors's Forum Posts

  • Hello!

    I'm busy at work with my first serious project "Deluso". I'm soon hitting the first milestone, which is the "First Playable", and with this I'll need playtesters.

    The job is not paid, but you will be honored in the credits! The goal for the title is a commercial release within 2013.

    The playtesting will not simply be me handing over a demo and you play it, then tell me what you think. There will be clear testing objectives that you'll have to execute, and brief documentation of your results are mandatory.

    Several aspects like overall first impressions, negative/positive feedback on elements, and your own thoughts about the demo will also be highly valued feedback.

    If you're interested, do not hesitate with sending me a PM, a mail (fredrik@monomanio.com), or reply to this thread :)

  • The future might open for seamless support on the most popular gaming consoles, but i doubt we could brand our HTML5 projects as an "Xbox 360 game" and so forth. I also see great difficulties regarding monetizing it, when it has to bypass traditional channels and go through a browser of some sort.

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  • Uhm.. bump!

  • Go nuts on the many flash gaming portals (newgrounds etc). Look at already existing concepts, analyze them, and see if there's something you would have done differently!

    Add your own story, tweak mechanics, add mechanics. There's an endless amount of game ideas to get :)

  • My approach is quite different than yours, but I'll share it.

    While fleshing out every bit of story, mechanics and general designs before actually working on it is a good and positive thing, i tend to almost to the opposite. I've worked at professional companies where your approach seems to be the best thing to do, but the moment i started on my own i noticed my urge to do it differently.

    Too many times have projects started out - and stayed in the concept/pre-production phase. For my project now, i fleshed out the general synopsis of the game, declared the main mechanics of the game, and just jumped into it.

    Basically this leaves me with an interesting approach where I see progression daily. As long as I'm familiar with my own backstory, main events and such, I can push out level after level at an amazing pace. The key to this is that i only use placeholder graphics, and always has the story, events and such in the back of my head.

    From a project management perspective this is awesome, because you get to see constant progression to the project. You also get the chance to test things appropriately, and make changes before the final pieces are put in.

    From a writing/story perspective, you get to dive into your own world as you make it, where you can add elements, take away elements, and make proper alterations on the go to fit "the big picture".

    And to add to your post - this definitely clears my "blockades", in terms of writing. If im stuck i'll just throw together another level segment, or test the already existing ones! :)

  • Yeh just saw this as well. Construct 2 should definitely go for it, if applicable.

    C2 is very related, and technically you can make your own steam games with it so.

  • Thanks for the kind words, and the feedback. The version you have tested was the first prototype of the game, and there has been made huge changes, both visually and mechanic-wise at this point. I updated the opening post, and will continually update it in the future!

  • I'm having some of the same issues with jump through platforms. They are behaving rather weird, and they are ignoring platform-behaviour objects.

    Sometimes the player object will slip right through (from above), and occasionally the player will glide in slow-motion through it (from above).

  • Yes you're probably right - it may not have that much of an impact on the target audience.

    By the way, check out this presentation by Penny Arcade on female game characters. Its an interesting take on the subject :)

  • Well yeah, get rid of any copyrighted material, and just keep going with the same concept and see where it leads you :)

  • Looking good :) Nice with the subtle water shader.

  • Looking good :) Good luck with the project!

  • Thanks, it feels good to have had some impact on others!

    Here's some screenshots :)

    <img src="http://monomaniodotcom.files.wordpress.com/2012/09/sunset.png" border="0" />

    <img src="http://monomaniodotcom.files.wordpress.com/2012/09/snow.png" border="0" />

    <img src="http://monomaniodotcom.files.wordpress.com/2012/09/rain.png" border="0" />

  • Ashley - I'm just curious. How is a day at Scirra? How is it to work on such a big scale project with few people? Do you use any specific project management methods (scrum etc)? How do you decide on big/crucial decisions?

  • Well i do like the concept of making a game that the developer loves. But also by doing that, you eliminate possibilities related to publishing. I'm doing a little mix on this matter, where i make my dream game, but also tune it to appeal to a specific audience :)