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MachiaVillain Game loop

Hello everybody, we continu to share some behind the scene info.
Here is a simplified game loop just to give you a quick overlook on how the game works.

gameloop

We gave zimra an hugly diagram, ans she made it awesome 🙂

 

One of the coolest DNA mix

This is a DNA mix with an alien who give laser eyes. It’s a lot less powerful than most of your tower, but human can move…

I’ve made many changes and I’m on the finished line. The first level with the new system is finished.
My next tasks:
– Add new cool drones system for your Robot.
– Do the tutorial Maps so they are fun to play.
– More aliens species.

Hero robot animated, in pixel and cool :)

I’m happy to show you the first pixel art for Freaking Meatbags done by Robert :

hero-animation

 

Dev Log:

– Freezing plate that slow down robot ar done.
– Push plate are done, but I’m not sure it will be fun (so I might suppress them)
– We saw path of robots walking to your base.
– Tech menu redone (It wass too small for all tech available).
– John Bardinelli has done the final version of the ingame story (I just need to change the old version).

Collecting Game ideas ?

When creating a game, it all starts with an idea. Here is how to collect, evaluate and, finally, use your ideas to create a game.

The Value of Ideas

Let’s begin by dispelling an illusion. Although you may have fallen in love with your idea, it is less valuable than you might think. Why? Because everyone has great ideas. Don’t believe me? Just say to someone that you make apps and you’ll hear “I have a great money-making idea…” It doesn’t matter where on Earth you are, you’ll hear that phrase from someone.

Everyone has ideas, it’s what you do with them that counts. Quality games are 10% ideas, 90% execution. Just look at Angry Birds, for example. It uses the same idea, the same core gameplay, as Castle Crasher but its execution changed everything.

So why do we need to collect ideas? Simple: that 10% is still worthwhile – and it’s where every game starts.

Getting ideas

Ideas come from every part of life. When you are out meeting friends, or playing video games, or doing anything else in life, you will amass ideas. Sometimes you need to get ideas on a specific project, however. When that’s the case, look at this excellent video for advice: http://youtu.be/VShmtsLhkQg. It explains how to put yourself in the best state of mind to collect ideas.

Idea Collection

Now you are aware of ideas, your head will fill with them. What do you do then? Collect them all in a notebook. This helps you to make room for new, and sometimes better ideas, and it ensures you don’t forget the old ones.

I myself started writing all my game ideas in a notebook but since I was often closer to a computer than to my notebook, I now send myself emails with the subject “Idea”. Give it a try, either the notebook or the email method – or both! Whatever method you decide to use, make sure you record your ideas because otherwise you’ll run the risk of forgetting the one idea you really want to use. There’s nothing more frustrating.

Choosing the Best Idea

So now you have a notebook full of idea. What’s next? It’s time to evaluate your list of ideas, judging each one on several criteria before you start a big project around it:

  • Is there a market for your idea?
  • Will it be fun to play?
  • Will it be fun to make? Remember you will be spending a long time with this project.
  • Is the idea feasible?

Answer each question honestly, and make your decision on which idea to choose based on your goal. If you’re an indie creator, marketing is going to be less important than for a big company. You have limited resources after all, and word of mouth will be your best marketing.

If you are making your first game ever, forget marketing it for the moment – perhaps even forget making a fun game. For a first game, finishing it is the important thing. As for feasibility, forget making the next big MMORPG – it’s your first game, you’re not going to make it to the end on a project that big.

Idea to Game

Now you have chosen your idea, it’s time to create the game!

You won’t find a programmer or artist willing to work on your idea for free, and probably not even for revenue share. Like I said earlier, everyone has great ideas so if you aren’t paying, why would they work on your idea rather than their own?

So unless you’re paying contractors, you don’t get to be the Idea Guy. You’ll have to get your hands dirty by learning to program, or develop some art skills. If you show others that you’re serious and you’re willing to do your share of the work, that’s when they might join your team.

How the Duck & Roll Idea Started

Everything started with the songs by the band Saints of Silence. I think they are fantastic and I felt it a necessity to make a game with them. I searched around and played every rhythm game I found on Wikipedia (there were over 100!).

I wanted to make something more focussed on rich gameplay than just a good playlist. I found that making interactive elements that pop up from the bottom of the screen made the gameplay dynamic and offered a wide range of possibilities.

And that’s how the idea of Duck & Roll started!

Indie game the movie

Indie game the movie is out. I saw it and liked it.
I must warn you that it’s not a movie on how to make a game and it’s certainly not a movie which will teach you how to be an indie developer. It’s rather a movie on emotions and the life of guys developing indie games.

They followed 3 famous indie dev: the team meat (Meat Boy), Phil Fish (Fez) and Jonathan Blow (Braid). Through these portraits, they show us the price indie developers must pay. When you choose this life, it requires social, financial and sometimes mental sacrifice.You work a lot and you don’t earn money during many years. You live like a tibetan monk and your Buddha is your game. Further, the fear of not being able to finish the game or the amazing pressure crunch-time puts on you, can break any balanced person. Fortunately, at the end of the tunnel, you can enjoy seeing people playing your game.

Of course, this film talks to me, to my life. It also made me remember how important family is. It made me realized that I didn’t take the same path as them. I’m still working on a big game, in a big company and I pretty much like it. I’m a tool programmer and I like making tools that help people work easier and faster in order to make them happier 🙂 I also need to talk to people. But I can’t express my creativity in a AAA project. That’s why I started making games on my own. And I’m making a game that I hope you will enjoy !

Back to the film:
I was a little disappointed that with 300 hours of film, they only showed the cool and successful guys, because Indie development is far from a “how you can become rich” recipe. Most indies don’t make games to become rich (Most game developers don’t make games to become rich either). We usually only want to earn enough money to be able to continue creating. Fortunately, an “extended” Blu-ray version with a few more interviews will come out in a few months. I hope that we will see this other side through other indie lives.

If you want to see how the film looks, you can watch some videos published on the net:

World of Goo dev talking about the power of touch in his game http://vimeo.com/17390761
A talk about “humble bundle”: http://vimeo.com/12132894
Game Jam interviews http://vimeo.com/12479518
Interview with the men behind “Overgrowth” the ninja rabbit game: http://vimeo.com/16644326
This guy can talk for hours about his one button game: http://vimeo.com/14125649