This post is the continuation of Global Game Jam 2010, or: We don’t make games, we make AWESOME games (in 48 hours).
Our final game is about obtaining as many bubbles as you can! You can do this by just peacefully collecting them, as there are many, but soon there won’t be – and then you have to dash at other players and hit them so they drop their bubbles and you (and everyone else, hurry!) can collect them. An interesting (and deceptive) mechanic is that you can go off-screen so that you don’t show, and while hidden, wander, so you deceive players about your real position – and suddenly jump out and get them! Furthermore, you can teleport a few times to the other part of the screen, and doing this while being hidden outside of the screen is a good method to sneak up on the others! (If you have read the post before: There are no alliances anymore, and there is only one kind of ball to collect.)
So without further ado, here is it: http://www.globalgamejam.org/2010/zinozini
I suggest you download the version in the “Installation Notes” below, because there are a few bugs fixed – but well, we won’t take down our 48h-state, it is also highly playable.
Your graphics card needs to support Shader 3.0 to play this game, and it is optimized to be played with Xbox 360 controllers. If you don’t have them, download it anyway, it even makes fun without them!
The game is written in C#, with XNA as framework.
Oh, and by the way, here is a Zino Zini wallpaper:
And here’s our team again, for those of you who skipped the other way-too-lengthy post:
Lars Kokemohr – Programming
Me, Tobias Wehrum – Programming
Daniel Bock – Game Design and Music/Sound
Norbert Haacks – Game Design
Additionally featuring: Phillip Gronek – Q&A Tester, Fun, Red Bull
What will be added soon
- A score screen!
- A test for Shader 2.0 (yes, 2.0. We want to make it run on 2.0, so stay tuned if you don’t support 3.0!)
Actually, we wanted to add a bunch of other stuff, for example but not limited to: A Splash Start Screen showing our splendid logo (om.nomnom games), a start menu, a credits page, preferences (sound/music on/off), a different mode without time limit, and and and… but time ran out, and since it is playable in the current state, we will only add the things named above for sure.
PS: If you ask where there key, the monkey or the donkey is, well… that is a riddle, wrapped in a mystery, inside an enigma, and therefore hard to find. (There is none. It got lost somewhere along the way of the development process, and afterwards we felt the game is too much fun to try to press a constraint in there. Earlier the balls collecting the bubbles should’ve become monkeys, but that wouldn’t go with the fine abstract look it has now.)