What you need to know about Game Development:

3
Mar 11

Ortus Teaser

3
Mar 11

Demolition City! on the iPhone

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Armor Games is proud to announce Demolition City! is available for iPhone. Click here to download now for FREE for a limited time!

21
Feb 11

The Making of Elephant Quest

The last few months have been a difficult but rewarding process.  With the release of Elephant Quest I experienced what it was like to make a large-scale shooter/RPG hybrid.   I enjoyed every minute of it.  As a postmortem to the final project  I wanted to share a few key aspects of the game and what it took to develop them for the final release.

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Elephant Quest is a 45-room romp across five different worlds and facing 10 different enemies.  The artwork is by the oh-so-talented Jimp and the programming and design is by myself.  This game is a leveling-up-is-fun game mixed with simple shooting, and in-itself is simple but long in gameplay.  Variances in terrain and enemies offer up a challenge to fight through stage-by-stage and grow more powerful by spending experience.

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I started the process by understanding what I wanted to make.  Yes, the Elephant plays the character but what does he do?  The things I wanted to focus on was exploration, leveling up, and skills.

Exploration was a fun one.  I started by creating a 48-level world map.  I cut out index cards at various sizes and scaled each level appropriately onto a window.

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After a bit of real-world fuddling I got this world into Flash, which allowed me to see what levels went together and not.  Levels were replaced and placed again until they fit nicely in the world in the game.  Doors were reconnected to levels based on where the player needed to go and how difficult it would be to get there. It was an important match up of level design, difficulty in completion, and aesthetic layout on the screen.  By the end I eliminated 3 rooms completely, and ended up tweaking the heck out of the rest.  Here is what the final version looks like to the player:

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After level design and placement I went onto room theme and design.  My artist Jimp worked with me on a palette of level styles which I could assign to the various quadrants of the world.  I pretty much told him to do a few different climates and he delivered with an interesting group of level designs.  Here’s what he offered up:

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Down the list: Forest, Caves, Clouds, Ruins, and Grasslands.

After each area was assigned a theme I moved onto enemy and NPC (Non-Playable Character) design.  Each player more or less has their choice of where to go and when to go there so I had to make sure it was a strict balancing act of difficulty.  A player could rush through the game as fast as they could and gain 20 levels while a slow player could take their times and get to the last battle at 40 levels.  I had to make sure there were paths that would cater to both styles of player.  An overpowered player will receive less XP per enemy by the end but will continue to make it through levels quickly, while the rushing player will have a harder time at the end but will progress faster in level.

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Non-playable characters were placed as final mini-quests to allow the player to level-up faster and gain more weapons.  These quests are not mandatory but helped formulate the world and kept the game is a happy tone regardless of the constant laser battles and shooting.  I tried really hard to make the quests super simple to follow yet entertaining and rewarding enough to be worth the hassle.  Why there’s an elephant looking for 10 balloons is beyond me but it makes an easy path of quest-received to quest completed.

Leveling up was a whole other beast.  I wanted to make leveling up bizarre.  Inspired by Final Fantasy X’s sphere grid, I wanted a really interesting way of putting skill points into the game.  As the player kills enemies they earn credits to spend on buckets of skill points.  A bucket may contain Dexterity Points, Agility Points, and so on.  These points get spent on skills within different categories such as running or weapon power.

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There were 300+ ability point buckets placed on this giant map.  Each ability point bucket was hand-placed in a way that different paths allow for expert reach of different categories.  If you head left you’re more likely to earn a lot of intelligence while you’ll earn a lot of dexterity going right.

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I basically took a highlighter to a massive paper map and then started moving it to code.  In the end I regretted starting on paper as it was not easy to assign so many buckets within code.

Finally, the skills.  Each skill has to tie into the game very carefully.  The points need to seem worth it, so I adopted a list of 16 different skills I wanted in the game.  By the end of the game most nearly all of them were either replaced, modified, or flat out rejected.  Skills really depend on what you need when you need it in the game.  A skill like “lockpicking” is not going to be incredibly beneficial for a game with only 6 locked doors, and a perk like “survival” doesn’t really mean much to the player without a long-winded explanation.  Here is the original list of skills:

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Working with Jimp on artwork is always a lot of fun.  I trust Jimp a lot with his artwork and creativity so when it came to this game I gave some very light interpretation of the script.  I wanted it to be a happy, not-dark game with a few enemies and interesting world design based on blocks.  He delivered quite nicely.

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I gave him a dimension of tile and he worked to fit that dimension.  What this allowed me to do was easily create a surface in which the elephant could run and play on.

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After much enemy, character, and UI testing, the game was complete.  Granted this article was only a skim of the surface of the production process but overall it gives a glimpse of some of the work that went into the crucial parts of the game.

I think if there’s one thing I learned about from this project is that game size and game testing are exponential to each other.  While it takes just a few minutes to add a new stage to the game it requires at least 3-4 go overs for at least an hour to make sure the level fits everywhere into the game.  Multiply this by 45 levels and you’ll realize that this project is going to take a while.  Something that started as a small little game suddenly became a huge timesink.  Even things like rearranging the skill trees are a huge amount of time.  A simple Dex bucket getting moved could mean the difference between higher jumping and feeble jumping for a few levels.  It’s rather difficult to judge these things so simply but after a lot of effort it ends up working.

That’s it!  I hope you enjoy(ed) Elephant Quest and the making of :) .

-John

17
Feb 11

Crush the Castle 2: Players Pack Castles

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Hello again Crush the Castle fans!

Do you love making castles in Crush the Castle 2? Do you enjoy seeing other people play your cool castles? Have I got a proposal for you.

Crush the Castle 2: Players Pack is about to go into the works (if you haven’t heard already) and we want you to make some amazing castles for the new game.

The last players pack had some really creative castles and it proved what you guys are capable of, so this time around will probably be no exception. With over 700k castles submitted to the People’s Empire in Crush the Castle 2 already, you guys have made Crush the Castle 2 an amazing experience with an almost unlimited amount of castles to play. Because you guys are so great, we want to make a game for the fans by the fans with a new Players Pack game.

If you have a castle that you’re dying to see in the new game, please make an awesome castle in the Castle Builder of Crush the Castle 2 and submit your castle here:

Click here to Submit!

Those that submit a castle that gets accepted in the game will get their choice of Coffee Mug, a pack of Armor Games Stickers, as well as Ball Revamped Ball. Plus they will get their name under the castle they created for all to see in the new Crush the Castle 2: Players Pack game.

Notes for castle submitters:

  • Castles that are literally impossible to beat probably won’t be accepted.
  • Castles that make the game run slowly (ie. too many blocks) may either be edited to run better or they won’t be accepted at all.
  • Castles submitted to the People’s Empire already are eligible.
  • Please don’t plagiarize castles that you did not make. That’s not cool.
  • Please keep it clean. No castles that might ruin the game for more sensitive players.
  • Please provide a valid email address for us to contact you if your castle gets accepted.
  • Be creative and Have Fun!

That’s it Crush the Castle fans! Winners will get emails when the game goes live officially. I look forward to seeing some really amazing castles. :)

15
Feb 11

Flash MindMeld 2011 is Live!

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What makes or breaks a flash game? That is the exact question being answered by 60 of the most talented people behind flash games. This is your chance to get information, help, and suggestions fromt he leading developer’s in flash! Click here to sign up! Enter your name and e-mail and you can instantly hear advice from the pro’s! You will also be e-mailed a copy of the full mp3. Armor Games is also proud to announce that our game developers are apart of the Flash MindMeld all-star panel. These developers include:

John Cooney (jmtb02)

Chris Condon (ConArtists)

Daniel McNeely (CEO)

Krin Juangbhanich (Krin)

Louis-Simon Menard (Louissi)

Antony Lavelle (Tony)

Make sure you take time to check out Flash MindMeld! There will be tons of helpful information about flash games for free!

7
Feb 11

Crush The Castle 2: Players Pack

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Hey Crush The Castle Fans,

Crush the Castle 2: Players Pack is about to go into the works and I wanted to give the fans the chance to come up with the next big thing to add to the new game. I know you guys are very creative out there because I’ve seen some amazing castles come out of the People’s Empire, so this is your chance to tell us your fun, silly, awesome ideas for the new Crush the Castle game. Whether the idea will be a new weapon type to throw, a new block type to crush, or even a new character to taunt you while you throw bomb after bomb at him; we want you to be as creative as possible with these ideas.

The winner will get their choice of an Armor Games Shirt AND a new Armor Games Mug. Plus they will get their great idea implemented in the new game and their name in the credits for Crush the Castle 2: Players Pack

Please submit your awesome ideas to this Crush The Castle 2: Players Pack Form. Have Fun!

31
Jan 11

Arrrrrrr-You ready for Sushi Cat 2

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Sushi Cat 2 is set to release on Armor Games this week! :)

Leave a comment and let us know if you are looking forward to the game.

28
Jan 11

Ortus Fanpage on Facebook

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Armor Games and Jazza Studios have just released the Ortus fanpage on Facebook. For those of you who do not know, Ortus is a medieval isometric flash RPG adventure game. Get the latest updates and status ont he game. Be sure to become a fan! Click here or the image above to become a fan now!

28
Jan 11

Paid Animation Gig!

Jazza Studios and Armor Games are currently working on a flash game by the name of ‘Ortus’. Jazza Studios is currently looking for a special effects animator. The job is paid and extremely ambitious. If you are interested in being an important part of possibly one of the biggest games this year, then you might want to check it out.  Here are the descriptions and requirements of the job:

SPECIAL EFFECTS ANIMATOR:
- animated special effects for in game mechanics (spells, blasts, gore, etc)
- icon design for spells and ability icons

JOB REQUIREMENTS:
- skilled in visually creating and animating elemental imagery (fire, ice, blood, etc)
- adept in recent versions of flash (CS3 to CS5)
- hard working, and timely creation of needed game aspects
- regularly available, and enthusiastic!

To get a more in depth description of the job, click here.

If you are interested in the job please e-mail Jazza at jazza@jazzastudios.com

Pease include in your email:
- links to (or attached) what you feel are the best representations of your abilities in flash, particularly in the realm of special effects
- a little about yourself, why you feel you are the one for the job, and if possible, any previous experience you may have had in the online flash/game industry

28
Jan 11

Grimoire’s Greatest Mystery

Detective Grimoire

Many years ago, an explorer enters a mysterious swamp. In the distance he notices a strange creature lurking in the murky waters. He makes sketches in his journal, and leaves the swamp in peace, never to return.

60 years later, and the swamp creature – still unknown to science – is now best known a famous cartoon character. That same swamp is home to a bizarre tourist attraction. Why would anyone come here in their free time….?

Work on the new Detective Grimoire is going strong! You can sign up to be first to know when the game is released:

We have a cast of over 10 characters, fully animated and voiced. Not all of them are suspects!

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We’ve been working on the conversation system, too. The heart of the game is the characters, after all. Each suspect will have a selection of topics to choose from, as well as the option to present any clue or suspect profile for discussion. Oh, and a mysterious locked option! What could it be…..?

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We also have beautiful background art from Catherine Unger, a new member to the team! I’m really loving the look of the scenery, so far. I would visit this swamp!

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Well, thats all for now. I’ve been staying with Tom for the last two weeks and we’ve been working solidly in our little “Super Flash Studio” (his living room). Don’t forget to check out the Grimoire Blog for a couple more bits and pieces.

Leave a comment letting us know what you think! :)

-Dim & Tom
flashbros@gmail.com
SuperFlashBros.net