Yet another Beat’em up: BashZone

As some of you might know, I’m studying International Media and Computing, which includes a course called “Media Programming” – and for all I know, it might also be named “Game Programming”, because that’s we what did there. I like my studies more and more!

This monday was the presentation of the games we made over the last two months. Ours is a Beat’em up. It’s rather generic due to time constraints (after all this wasn’t the only project we had to make in the last months) and the absense of a game designer, but I learned a lot about 3d programming and XNA while developing, and it’s fun to play anyway!

You should easily figure out the buttons on the gamepad.

Keyboard layout for player 1:

  • Left/Right: Move
  • Up: Jump
  • Down: Drop through plattform
  • J: Punch
  • K: Kick
  • L: Block
  • Backspace: Back
  • Space: Start

And for Player 2:

  • D/G: Move
  • R: Jump
  • F: Drop through plattform
  • Q: Punch
  • W: Kick
  • E: Block

Download BashZone! :)

You’ll need a Shader 2.0 compatible graphics card and the XNA Framework 3.1 to play it. XBOX 360 Gamepads are fully optional, but it plays way better with than without!

Mini-Jams in Berlin

So… what is it?

Over the last two months, Christiaan Janssen and me started a little regular game jam at the moment called the Berlin Game Developers Meet-Up. Basically, we meet up, decide on a theme and then started making small prototypes about it, alone or in small teams. If you are interested in how it all started, the participiant Miguel Angel Alvarez asked us both and did a blog post about it. Here I want to tell you about what I did at the 4 jams so far, though!

Jam #1: Revenge of the Flying Spitballs

Revenge of the Flying Spitballs: Screenshot

On the first jam I grouped up with Norbert Haacks, a game designer I met at the Global Game Jam in January. He came up with the idea: A fight in the classroom, like back in our school days with spitballs and sandwiches, trying not to be seen by the wary teacher. The “flying” is covered by the aerial weaponry, and the revenge part could’ve been (if time didn’t run out for us) that when you are hit, you have limited time for payback and doing extra damage! Sadly I felt the effects of the short timespan we had, and didn’t come very far – at least not far enough for the prototype to be worth an upload. Though development in Flash was pretty fast – I just needed a bit more pre-made classes and helper.

Jam #2: Balls of Steel

Balls of Steel: Screenshot

This time, I teamed up with the programmer Dominik and artist/programmer Kyrill. (And whew, it is SUCH a huge difference if you aren’t the only programmer in the team. And I guess the experience from the first jam helped me too, but I digress… back to topic!) The theme was “indirect control”, so we thought about controlling the environment in some way. After pondering a few ideas, we went with pseudo-magnetism. You have a little labyrinth-ish level and you’ll navigate the ball through it by placing magnets at the walls and the surroundings of the field, while being cautions not to touch the flames or the mines. Time ran out before we could do another level besides the one we were testing with, but it is playable, fun and it feels like it has potential.
See for yourself: http://dragonlab.de/projects/ballsOfSteel

Jam #3: Ghost Hunter

Ghost Hunter: Screenshot

For this jam, I tried to do something solo to the topic “ghosts”. The idea is that you are a ghost hunter, and are trying to catch ghosts which are invisible to you. You should have various means to detect them (think radar or distance detector), things to attract and repel them, and finally something to catch them. You probably see by reading this description that I havn’t worked out the exact mechanics – well, working alone never did any good to me. So at this jam I mostly got frustrated, chilled, made smalltalk and experimented a bit: http://dragonlab.de/projects/ghosthunter

Jam #4: And They Called Me Mad!

For the 4th jam Dominik and me teamed up again, featuring me as artist (haha). We didn’t like the theme “several contextual actions for one button”, so we tried to make something for the theme “invasion”. We were a bit too ambitious for 4 hours: We wante to make a game where you are a mad scientist trying to take over several strongholds with self-built robots. You have several “roboter recipes” from which you can choose and a material pool from where you can put things into the assembly line to build your robots, which will then start to attack. A bit too much as aforementioned – and so this was the jam Dominik and me decided that 4 hours are definitly too short and we should try something longer.

The future

Since we all agreed that is was most certainly nice, but the 4 hours we had aren’t quite enough for us to produce something meaningful, we decided to raise the duration to 8 or 10 hours. The next jam is this Saturday, and I’m curious how it’ll turn out – I cannot come, sadly. Though: It won’t be the last! Expect more (and with more hours, better) prototypes!

Whistling a merry tune for this months EGP: Dragonflute

Finally, Dragonflute is finished! In this game, made for the Experimental Gameplay Project “ZERO BUTTONS” theme, you control this cute little fellow:
(<– Click the dragon to download the Windows release)

As the theme of this month’s EGP and the name suggest, you don’t do this my mashing franatically on your keyboard, but but by making sounds, recorded by your microphone. I hope you have one. :)

The dragon will either follow the PITCH of the sounds you make (which I prefer), be it by singing, whistling or by playing an instrument, or the VOLUME (which is fun too, though the game should then rather be called Screaming At Dragons).

I’m ambivalent how this one came out. Gameplay-wise it is not top-notch, and the pitch is often off (especially when not using an instrument), on the other side I think that it shows the key-concept rather well.

I guess I’m (heavily) over 7 days, I didn’t always work day-to-day and didn’t count the time – but since the topic “pitch recognition” wasn’t too easy and required some fiddling with calibration and configuration, not to speak about the keyless interface, the overtime is understandable I guess.

The pitch recognition itself is working fairly well – good enough for a prototype, though I would’ve hoped that it worked better with humming. Oh, well.

For this game I used C++ with my beloved SFML and FMOD as sound framework.

For those interested, here is the source code in form of an Eclipse CDT Project: Source Code (New BSD License).

BIGJam 3 hour jam: One Fish, Two Fish

So, here is my first BIGJam 3 hour jam game/prototype/something: One Fish, Two Fish! The theme was “fish” and “attraction”.

Click the image or here to start it.

The fishies follow the cursor when they are very young (and/)or want to make a baby. If they just made one, they will evade the cursor.

It’s more a failure than a prototype (much less a game), but it was worth a try :)

Somehow it also qualifies for the current EGP (“Zero Buttons”), but since it isn’t any good I won’t sent it in.

Trivia: The fishies like to stick together and make babies, it seems. Click here for an image of some fishcest

Global Game Jam 2010, or: Zino Zini

This post is the continuation of Global Game Jam 2010, or: We don’t make games, we make AWESOME games (in 48 hours).

The Game

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:

The Team

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.)

http://blog.dragonlab.de/2010/02/global-game-jam-2010