Monday 30 July 2012

Fourth Week Mobile Game Progress Update



Another week, another progress update. As usual you can check out the progress above (use the arrow keys to move and jump).

This week has mostly been about all the remaining "bits'n'bobs" that go into a game. That includes level progression, scoring, level and stage unlocking, persistence, settings, audio, pause and resuming, player death, fonts and a whole host of other small things.

Moh my artist partner on this project arrived back from his week holiday this week and since back he has made incredible progress getting all the menu screens and the majority of the graphics for the first stage of levels in. I really love the bright cartoony style he has gone for on the menus, the style really works on mobile too. Looks really professional for less than a weeks worth of work (only evenings dont forget).

I have also spent some time sourcing and putting in the rudiments of music and sound effects. The music theme for the game has been supplied by another colleague from Playdemic, Jake Rigby. Before Jake got into game programming he used to make music and audio effects for games (infact he provided some of the audio for my previous flash games) and he was very kind to provide me one of his tracks he made a while back for the project. The sound effects in the game are temporary at the moment, I hope to improve them this week :)

I have also been working hard on trying to get as many levels in as I can. As mentioned previously the idea is to have 30 levels split over three 'stages' each stage will have its own theme and general style of levels. So far I have made the first 10 levels in:



As mentioned in my last update I noticed that people were having trouble understanding how to play the game with the world rotating. To combat that I decided that the first few levels the world were going to be static, doing so should reduce some complexities with the control system. Well I have extended that "few levels" to now mean that the entirety of the first stage doesn't auto-rotate.

What I have done instead is to re purpose some tile types I had originally planned. You are introduced to the first of these new tile types on level 3 of the game. I think it brings that added sense of dimension to the game, making it more than "just a platformer". Play it above and see what I mean, or check out the video I have made of it working on the devices:



Incredibly the game actually runs at a very acceptable 30FPS on my iPhone 3G! Eat your heart out Adobe AIR!

Good level design really is a talent that I admire as I im absolutely terrible at it. It takes alot of time, patience and testing none of which I have in abundance. It is however critical to making this game fun to play so unfortunately I will be concentrating on level design the most of this week. I would love to hear about any feedback you have on the levels, whether they are too hard, too easy, whether the progression is right. It would be a massive help to me and is only something I can get a rough idea by testing myself, it needs others to play test it :)

With that in mind, onto time-scales. In my first post on this project I declared that I was going to finish this game within three weeks. I then extended it by a week due to my artist being out of action for a week. I am now going to extend it by one final week. I am starting to feel really proud of this little game and I think it would be a shame not to put one final weeks worth of polish in before calling it complete. So although I can no longer call it a "three week game" I can be proud to call it "my first mobile game" ;)

16 comments:

  1. Wooot! Beat the first level. Took a while but got there in the end :P

    Very good Mike. Very impressive as a part time job.

    Interesting to consider whether it would have been any better if you had done it as a full time project? Probably not? You were able to take frequent breaks and let your sub-conscious work on problems, and for Moh to work up his creativity. Perhaps wouldn't have happened in quite this way if you had deadlines to meet etc?

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  2. I dont know, I think it could be better with more time. Would play test alot more on people, make sure its fun to play, not too difficult etc. Highscores, more levels, a level builder, a website etc etc would also be nice given more time. I do take your point that more time between working sessions helps "thinking outside the box" however.

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  3. [...] here: Fourth Week Mobile Game Progress Update – MikeCann.co.uk … (function(d, s, id) { var js, fjs = d.getElementsByTagName(s)[0]; if [...]

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  4. Fantastic performance on the 3G, very impressive!

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  5. Ye! I was really surprised at that too!

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  6. I made a game prototype on the first version of the AIR packager which still supported the 3G. I think I got up to 30 fps by only moving a single character about on a stationary background, and a few animated coins. There's tons more going on it your game.

    It'd be fascinating to see how a similar game performs in the current AIR packager.

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  7. Indeed it would. Perhaps ill try it. Because im using haxe it should be fairly trivial to test it :)

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  8. I really liked it. Not a game player but started to get addictive, maybe cool to have some monsters thinking maybe something like packman where you normally avoid but can sometimes kill, that way the same level can be played at a harder level without change but giving more points.

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  9. Not a bad idea justin, ill have a think on it, would be good for harder difficulty levels as you say

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  10. Nice game with good performance , btw what's the music name you use for the video ?

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  11. this is awesome! i actually can't think of anything negative to say, no speed limit is likeable, the character is cute, the game is challenging, but not impossible, it really is an awesome game, can't wait 4 it to come to android!!x

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  12. What do you use for designing levels? Is it a graphics editor?

    How do you parse the levels and display them on the screen? Is there a library you use or custom code?

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  13. Thanks jen, hope to get it out there soon!

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  14. Its literally just a bitmap image, I use Paint.Net to design the levels!

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  15. Jump bug... hold "UP" button, when the hamster jump and land, he won't jump for the second time but the "jump" sound is played.

    In level 10, the tile that must shown is not completed. Looking at your map, the blue tile / the enemy tile didn't show up in game.

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  16. Ah yes, that is a bug. Thankyou for pointing that out Ali. Ill have a new version up soonish

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