Week 1
Hey folks. Okay so I have my Ouya console on the way, due to arrive around the end of March. So I’m working on my first game for it and I’m aiming to have the game complete and ready to launch within a couple of weeks of receiving the console e.g. mid April - ie I will probably need a short period of time to do some live testing and decide on pricing.
The game is a side-scrolling 2D platformer affair with a fairly open environment and fun control system. The player can run around and also fly and launch fireballs etc. The main gameplay entails a couple of modes, one is clearing the level of enemy waves and collecting power-ups and getting as far as you can with increasing intensity, etc the other is the competitive mode which is more of a dogfight between players (which may mix in some enemies too). It will also feature multiplayer with up to 4 players. If you ever enjoyed games like Gravity Force/Power on the Amiga or similar games you’ll have some idea of what I’m aiming for, except instead of ships with rotation/thrust (a control system that I find annoying) it’ll be animated characters with easy controls. Also the environment will be fully destructible. So overall it’s kind of a free-for-all competitive arena platform shootemup kind of thing.
The environment will be constructed in an unusual but versatile manner using filled blobby objects and constructive solid geometry operations which allows me to create interesting shapes easily. Lots of stuff will be procedurally generated including the environments (at least for this first game, later I may do level editing and man-made levels). So the world will be fairly sculptural with curved surfaces, caves, tunnels etc (until you blow holes in it at least).
Here is an early screen shot of the level generator engine
which constructs landscape areas using realtime rendering of blobby objects. This can actually run smoothly in HD in realtime on desktop computers but Ouya doesn’t have enough fill rate, so I use it for pre-generating a static environment which you can then modify per-pixel. The coloring/fill of the areas is just plain at the moment but will be better eventually.
The currently white areas in the image are where you can move, red/orange is solid. Eventually there will be a parallax background and proper coloring/texturing of the landscape. It’s okay for it to look ugly right now
The approach I’m taking is to split the project into phases. Phase 1 is to get the basic environment and scrolling working which is partly complete. Phase 2 is adding a player object and moving them around. I have these two phases planned out in detail with several steps each. There are about 10 phases on the horizon and I am trying to complete at least 1 phase every week - so to hold myself accountable I will be committing to uploading at least one new screen shot to this thread each week.
Since Ouya requires some free gameplay there will be at least 1 or a few levels provided for free, with 1 or 2 player gameplay, and a basic high-score table. Monetization of the project will be in the form of some kind of fun pack
which I think will include 3 and 4 player support, lots of extra levels and level styles, extra characters, fun stuff like that. The jury is still out on that exactly because it’s a later phase and I want to stay focussed on short-term goal completion without getting overwhelmed. I’m trying to come up with project scope based on the timeframe rather than defining the scope and figuring out how long it will take. I think it’s important to see a release on Ouya very early in the market so I’m using that as a kind of deadline.
I decided that to make progress on this I need to get what seems like a full game
working within a few phases, even if it’s placeholder graphics with no proper menus or sounds or enemies. This will take the cycle from beginning to end
ie you can start a game, play it in some way, and end it quickly. Then in future phases I will polish it and add better graphics and audio and features and things to do. I think this stands a better chance of making it more compelling for me to finish it.
And I don’t have a name yet