Zero Hour Game

First, try out the game if you haven’t already. (Tested in Chrome)

Sometimes I have trouble sticking with an idea to completion. Okay, so those of you who know me know that I have unfinished game prototypes lying around everywhere. So, when I saw the Zero Hour Game Jam, I was pretty excited. It was an opportunity just to make a game from beginning to end in one sitting. This proved to be a great diversion from my current project and couldn’t evolve into something massive because of the tight deadline.

So, I started thinking about what kind of game I could get done in just an hour. Nothing really came to mind. Everything in a game takes time. The planning, the assets, the coding, the polishing. No way I could build something from beginning to end in just one hour. And, I still think that’s probably true. If you count the time I spent thinking about what I would build just on my way to and from work, it probably amounted to more than an hour.

I decided that using prebuilt GUI components for the game was a good choice because they have functionality and graphics predefined. I figured this would be a great way to get around making assets for the game. Initially I thought I’d do some sort of button hunt where the screen is just plastered with buttons and you have to figure out which one to press. I still think this would be a fun game to make, but I settled on a more story driven approach to give the game a little more depth to hopefully help it stand out from the other submissions I’d seen.

For the technology, I knew I wanted to do something web based so people could easily check out my game and give me feedback. Hearing what people think of my games is easily my favorite part of the whole process, so I didn’t want any barriers like a download to prevent people from playing it. I also wanted to make sure it was cross platform because, as a mac guy, I hate seeing sweet looking indie games saddled to Windows because of XNA or some other technology choice. My first idea was to use Flex because it’s VERY easy to build a GUI in flex. But then I remembered I’m pretty sick of using Flex all day at work, so I decided on html. This had the added bonus of not having to sit through the compile times.

So, off I went. The story, inspired by Portal’s GlaDOS, was fun to write and flowed pretty easily. But even with my planning and time saving techniques, I didn’t finish in an hour. Since I was over the time budget anyways, I decided I’d put in a little more love into it to finish it out properly and have something I could be happy with. The game took about three hours from first creating the html file to uploading it to my server.

Posted in Game Development | 2 Comments

The Binding of Isaac

The Binding of Isaac is probably the best five bucks I’ve spent in quite some time. Excellent game. If you like old school Zelda or arena shooters, check it out. The only problem is that I can’t beat the dang thing! In speaking with a resident expert, I learned a few tricks that might help, but also learned that he beats the game about three out of ten times. Do I really suck at games that bad now? I believe the answer to that is “yes.” And here’s how I know. I decided to take this screenshot to show off how cool my character was getting.

Well, turns out one of the keys to take a screenshot on mac (shift) also drops bombs in the game. So, I bombed the crap out of my character in a game where death is permanent in an attempt to show him off. Just the most recent sign I should stick to making games instead of trying to be any good at them.

Something I was really pleased to find out about the game is that it is built on Flash. This is a well performing game. It’s nice to see a real world example of a compelling experience built on top of Flash.

Posted in Adventures in Gaming | 2 Comments

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Posted in Uncategorized | 5 Comments