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SpaceJunk Post Mortem

June 5, 2011 Leave a comment

I started work on SpaceJunk back in March with an idea from my desktop background at the time. I had originally intended the game to be a month long project in order to get my feet wet with Flash development and selling games on FGL. It ended up turning into about a three month project that I put about roughly 60-70 hours into. When comparing the original idea with the current, feature complete game I realize how much it has evolved. I had imagined the game to be an endless, but I had soon realized that the game play became quite stale. A few friends made jokes about battling other planets, but I took it to heart and added them as bosses. As with my other games, SpaceJunk started out with a very steep difficulty curve that I slowly brought down after the months of development. Even now there are people still complaining about difficulty, but statistics show that at least half are reaching the end so I am content (as most could not even beat the first boss before!) All in all, I’m very happy with the way this game turned out. I’d like to once again thank Chris Sinnott for working with me through the last leg of the project and writing some kickass music. The both of us plan to continue our work together on future games. I’d also like to thank my friends who did a lot of play tests while I was working on the game, especially Eric Liaw.

What I Have Learned (Aside from the various technical things related to Flash)

  • Record the hours you’ve spent working on the game, its more important than you think.
  • No matter how harsh feedback can be, you need it to make the game please a wide audience.
  • Really do think about how the code will be organized beforehand as proper organization is key to an efficiently and sanity.
  • Don’t be afraid to ask others for help, other developers were once in your shoes.
  • No matter how hard you work on obvious tutorials and in-game tips, the majority will not read them anyway.
  • Pace yourself while working on the project as it will help prevent burn out.
  • Create to do lists and goals to help fuel your motivation.

SpaceJunk is feature complete!

June 4, 2011 Leave a comment

SpaceJunk has finally reached the feature complete stage! I am going to leave it up for general testing and feedback for about a week before I put it up for sponsorship. I’m very happy that it’s done and excited to see how it will do! I’m going to write up a post mortem here in the next few days.

New Look

May 24, 2011 Leave a comment

Although I really liked the other theme, normal sized swfs would not fit in it. So I’ve switched to this, slightly flashier theme.

In SpaceJunk related news, here’s a screen shot to drool all over:

I’m still working on touching up the sprites and the HUD, so they are very much a work in progress. I’ve also tuned the difficulty way down because far too many people could not get past the first boss! I must break the habit of making near impossible games. ;]

Now the bad news….

My second CRT broke! =[ No more dual-screening for me. It’s okay because I will be buying new monitors in the near future.

Categories: lonely pixel news Tags: ,

Almost there!

April 28, 2011 Leave a comment

I have finally wrapped up development of SpaceJunk! I’m sure that some further testing will reveal some bugs, but that’s a given. The only thing left is a sound track. I took a crack at making music today but failed miserably. =[ I’m currently exploring some options as I cannot put SpaceJunk on FGL without a soundtrack! It’s not like I’d break a rule but I want it to be the best it can be.

Speaking of which, I’m quite happy with how the project turned out. Originally I envisioned a totally different game, but as I progressed it evolved into something else. It’s quite hard too which I find the most pleasing. Most importantly though, SpaceJunk has allowed me to grow more comfortable within the AS3 language.

I’m already planning the next project…. >=]

Spacejunk Update

April 19, 2011 Leave a comment

I lost some momentum in the development of Spacejunk and haven’t been working on it as much. This was mainly due to my lack of skill for coding AI. My first go at the bosses resulted in very predictable and boring battles, so I took a few days to think it over which turned into a few weeks. During that time I sketched out a couple other ideas that I want to work on after Spacejunk. This week though, I spent some time optimizing the code behind Spacejunk as well as bug fixes here and there. Today, I started the bosses over and to say the least, I’m quite please with how the first two turned out. Once I’m done with the bosses, there will be a few days of tweaking and polishing then I’m done! I’ll be adding it to FGL and cross my fingers for my first sale. =D

[edit] don’t post blogs when tired.

Categories: Uncategorized Tags:

Spacejunk

March 23, 2011 Leave a comment

So I believe I’ve finally settled on a name! (maybe…)

Spacejunk is similar to a classic vertical shump, except the player is our beloved planet Earth! The goal of the game is to survive randomly generated waves for as long as you can. There will be spacemines to avoid, asteroids to blow up, astronauts to save, and other planets to defeat. After each wave, you can upgrade the Earth by spending spacedust you have accumulated.

I was originally planning to be done by sometime this week and have it up at FGL, but the project has evolved a bit. Once I got to the original ‘complete’ point, I realized there wasn’t enough content. So I’ve been adding ideas that I think of through the day and also from my friends who have been kindly testing the game for the past few weeks.

Anyway, just wanted to have more of an explanation of my current project. I will post some screenshots and maybe even a game play video when time draws nearer to release date!