UP DOWN READY

Hi there! You've probably reached this page from the Freeplay website in search of the elusive 'Up Down Ready' which took Best Design in this year's awards.

UPDATE: Hello! If you've arrived here from StumbleUpon, why not go play the game now on Kongregate! With high scores and EVERYTHING.

The versions of the game that were on this page were hosted on Dropbox. Since the recent spike in traffic, Dropbox has cut off access to my public folder. I will hopefully be migrating this stuff across to an actual server, but the version on Kongregate is the official release.

I'm Delia, the Sword Lady half of Sword Lady and the Viking. You can find my teammate over here. We are third year students in the Games Design course at Griffith University, and Up Down Ready (previously known as Horse) is our first semester project from this year, made using Adam Atomic's free Flixel library.

We entered it in the Freeplay Awards for a lark, and were incredibly surprised and excited to make it to the finals and take away an award. We hope you enjoy playing the game as much as we enjoyed making it!

- Delia
Showing posts with label fishman. Show all posts
Showing posts with label fishman. Show all posts

Friday, March 26, 2010

The Prototype - Retrospective

Just some quick reflections on Wednesday's prototype presentation session.

I think, overall, it went pretty well. Everyone had something to show that answered some of the questions raised by the pitches, and the feedback and criticism given was generally constructive and meaningful.

The presentation of Fishman didn't go too poorly. I was of course disappointed that I wasn't able to demonstrate it clearly, but the reception of my explanation was not received as harshly as I might have expected. I think a large part of the problems that occurred with the prototype of Fishman was that Henrik and I were trying to tackle the prototyping of two games with just the two of us, while other teams were focussing on a single game or spreading the workload to more team members (the work for Lantern and Islands, collectively, was split between four people).

The key problem, however, was the inability of ordinary keyboard interaction to accurately demonstrate the gameplay mechanic. Fishman is something of an input gimmick game (this is not strictly a bad thing), and it really doesn't work without the mic input. I had put together a very simple demonstration in processing of how the volume information from the input could be used to raise and lower the height of a bar, but unfortunately the microphones on the lab computers weren't working.

The net result is that Henrik and I have decided to put Fishman on the backburner at this point. We are not giving up completely on the idea, and I for one still think it has the potential to be an interesting game, but I don't want to sink time solely into trying to get the code the input analysis to work properly when I could be developing something that I know we have already proven.

The presentation of Horse, on the other hand, was fairly successful. I think the prototype helped us towards answering the question about timing - there was some pertinent feedback given on this, particularly that the game should continue running when the player gets an alert that the gameplay is about to change. It was also recommended that we make the different stages more distinct, which I know was something Henrik had been planning on anyway. Over the weekend, I will be working on passing the game information between the gameplay states so that the player's experience of the game doesn't get put on hold when the state changes, while Henrik will be developing more art and designs.

We'll also both be tinkering around with writing some silly dinky 8bit music to put into the prototype, with musagi (I will probably also faff around with midi data in Pro Tools).

With regard to other people's prototypes, there was some really nice work demonstrated - some in particular that I would like to be involved in the initial design and writing stages of, as long as the core team members are willing to have me on board. I'll probably be sending out a few emails with more detail to this effect.

That's all I can think of that needs to be addressed for now. I am of course working out my individual contract to deliver to Matt by the end of the day.

Thursday, March 18, 2010

Brutality

Okay, time for some honesty. The latest version of the fishman gameplay prototype is up here and I'm frankly tired of dancing around the main point that keeps coming up as I work on it, which is this:

It's shit.

It fails to communicate with the player, the interactions are unclear, it's clunky, and above all, it's boring and feels pointless. I know there are things missing, like a decent GUI and specific end states, but if the main mechanic feels like crap, then there's no point in dressing it up.

So. Failed experiment. Moving on to horse tomorrow, which I hope I can manage to not screw up.

Wednesday, March 17, 2010

The progress of fishman

Gradually getting somewhere with this. There is a newer, more playable and commented-code type version of the unity project on Dropbox. It suffers, at the moment, from grey box lolz visuals, but the key things are there.

To be honest, I'm not sure how well it's expressing the gameplay though. I know the theory of the mechanic is okay, but in practise it may well turn out to be a little lacking. Hmm.

Trying to nut out some better visual feedback for the player and tweak the feel of the gameplay now.

We are only going to spend at most another day on this before we move on to prototyping Horse in Flixel.

Tuesday, March 16, 2010

Technorage

Suffering from computer troubles of various kinds. Bizarre corrupt file problems have been plagueing my rubbishy Unity prototype project and I've had multiple crashes with no useful error information. Not to mention my usual Windows problems. So I've gone a little dim (not dark, I promise!)

Net result: I am behind in my work. This is something of a concern, particularly when I look around and see the amount and quality of work that other people have already achieved. It is time, therefore, to start pouring out that bottle of midnight oil into the lamp. So it begins, and so, I suspect, will continue - the next week will set the rhythm for the semester, and probably the year. Not what I would call an auspicious start, but we take what we can get.

Anyway, so. Here is my current complete trainwreck of a prototype on Dropbox, to be updated as frequently as I am able. There are grey things. They move. They move slightly differently if you press keys. It's a... well, it's a thing.

I suppose.

http://dl.dropbox.com/u/2512414/3114GFS/fishman2.zip

Sunday, March 14, 2010

And so it begins

Along with Henrik, I will be prototyping my concept 'The Fisherman and the Moon', codename Fishman, and Henrik's unnamed concept, codename Horse.

First off, after a quick chat with Henrik, we decided to go ahead and work in Fishman in Unity, because we can use this FMOD plugin, which will be necessary for sound manipulation and analysis (more on this when I've looked into it in more detail). Horse, however, will be developed as a flash game, with the Flixel library in Adobe's Flex Builder.

The aim now is to get a functioning game working in Unity, with a variety of grey boxes to represent in-game objects and, at this stage, key presses in place of loud/soft sounds.

Tasks I'm working on for Fishman (Horse to come later):

- set up scene, locked to 2D plane
- on key-press
- the moon moves/changes direction/changes speed
- the fisherman's boat moves/changes speed
- win state when fisherman reaches shore
- loss state when moon gets too close (boat 'capsizes')

More as it comes to hand.