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This sounds fun, but what about teams? Maybe I missed it, but I havent seen it mentioned either way. For example, I cant code and have no idea where to start, but I'm down to participate with music/sfx/foleys/ect. Is that kosher? And if so, anyone need audio?
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| # ? Jan 1, 2013 01:51 |
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| # ? May 24, 2013 07:47 |
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I signed up as @Muhgray but didn't get my free XP. My sweet sweet cheevos!
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| # ? Jan 1, 2013 02:25 |
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gypsyshred posted:This sounds fun, but what about teams? Maybe I missed it, but I havent seen it mentioned either way. For example, I cant code and have no idea where to start, but I'm down to participate with music/sfx/foleys/ect. Is that kosher? And if so, anyone need audio? You can form a team with anyone you like, or freelance out to anyone that needs help, or go it alone, or any other method you want.
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| # ? Jan 1, 2013 02:52 |
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mnd posted:I find constraints to be interesting. In an attempt to (at least initially) narrow down my scope and concern myself less about the parts of video game dev I'm not very skilled at... To each his own, but I'm taking the opposite track and intentionally aiming at doing stuff I'm not good at. For example, I've never really written a game engine from scratch before and while doing so will likely result in my first month's entry being absolute trash it'll be very educational just to get something off the ground. I've also never tried to make a non-trivial AI system before, so maybe that'll be month two. Then I'll try to merge the two things so my game engine supports entity AI, etc. Hopefully by the end of the year I'll have learned a ton of new tricks and developed a nice reference tooklit in the process. gypsyshred posted:This sounds fun, but what about teams? Maybe I missed it, but I havent seen it mentioned either way. For example, I cant code and have no idea where to start, but I'm down to participate with music/sfx/foleys/ect. Is that kosher? And if so, anyone need audio? The OGAM website has been updated with a new People section where you can fill out info about yourself, including what you can do and what skill sets you're looking for. Try filling your entry out to pimp yourself as a SFX person and then tweet the update to @OneGameAMonth and I'd bet you get plenty of responses.
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| # ? Jan 1, 2013 03:21 |
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I'm in as @codabreak. Let us make beautiful games together! Right now I'm learning my way around Unity. I was thinking of maybe starting with an arcade game clone for starters. Or maybe even a simple dungeon crawler. Maybe.
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| # ? Jan 1, 2013 03:39 |
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In as @BaldrRasmussen. I'm going to make some kind of fantasy RPG, I think, because I found a particularly funny random video game name. It will be beautiful (assuming I even finish it).
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| # ? Jan 1, 2013 04:01 |
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^^^ You can do it. ![]() PDP-1 posted:To each his own, but I'm taking the opposite track and intentionally aiming at doing stuff I'm not good at. For example, I've never really written a game engine from scratch before and while doing so will likely result in my first month's entry being absolute trash it'll be very educational just to get something off the ground. I've also never tried to make a non-trivial AI system before, so maybe that'll be month two. Then I'll try to merge the two things so my game engine supports entity AI, etc. Hopefully by the end of the year I'll have learned a ton of new tricks and developed a nice reference tooklit in the process. I'm sortof taking a middle ground between these approaches. I'm hoping to improve my ability to just set reasonable goals and then finish them without letting bloat creep in; at the same time, I also want to portion part of my time to trying unfamiliar tasks even if they don't make it into a game by month's end. During my brainstorming period I intentionally put at the top of my notepad "Don't make a first game that requires networking" because I have never dealt with networking in any format. So my first game won't require it, but if I manage to hammer it out efficiently and have a week or two left to work on improving the core idea? Then I am more than happy to experiment with multiplayer networking. We'll see how it goes, as I think the idea I'm going to move forward with should be straightforward to code when compared with past games that require more level designing and balance. I'd also love to get more experience with pathfinding and AI and procedural content generation, but I'll save those for other months and stick with simple AI this month. Mo_Steel fucked around with this message at Jan 1, 2013 around 04:07 |
| # ? Jan 1, 2013 04:03 |
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In as @TimePyradox. I've been wanting to learn to do procedural content for a while, so I'll probably try something focused on that. I've got a basic prototype I've been messing around with but the motivation to turn it into something more can't hurt.
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| # ? Jan 1, 2013 04:08 |
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In as @hairytuttle. Poked around with Construct before, so probably going to be using that the most if I don't try to learn something else. Hopefully this motivates me to finally get off my rear end and actually follow through/learn rather than poke around for a couple days with some ideas and then wander off on something else. Can't guarantee anything good, especially looking at some of the stuff already posted, but at least I can try my pants off.
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| # ? Jan 1, 2013 04:08 |
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I signed up as @ThirdMurderer. Based on previous experience the odds of me actually completing even one game is basically zero, but we'll see.
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| # ? Jan 1, 2013 04:10 |
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http://www.youtube.com/watch?v=hz1kmGKDuUE It's January 1st on the East Coast, so Game On! Do your best everyone, and remember to share what you're working on and where you're having problems.
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| # ? Jan 1, 2013 05:07 |
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I've been brainstorming about ghosts with someone today and I'm so so so pumped. I'm so glad the unofficial theme is ghosts too because ghosts are my life, which you could tell by looking at my twitter for even a second
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| # ? Jan 1, 2013 05:09 |
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In as @gypsyshred. Drop me a line and let me know how I can make your project sound better.
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| # ? Jan 1, 2013 07:16 |
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Signed up as @TorchDexter. After years of dabbling on overambitious projects and never getting anywhere, I think it'd be good to severely limit my ambitions and actually finish some small games, as I think the last game I actually saw through to completion was a one-screen game made in The Games Factory about 15 years ago. For the first month I'm thinking of a short visual-novel/choose your own adventure style game, as I've got a partially functioning set of tools for handling dialogue trees to an almost working level in Unity that I really need to get functioning correctly. I reckon I can work ghosts, portcullises and cards in there if I try hard enough.
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| # ? Jan 1, 2013 15:52 |
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How I've apparently spent the first day of 2013:![]() ![]() If I have any time tonight to make a music, this thing is done.
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| # ? Jan 1, 2013 15:56 |
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Mo_Steel posted:You can form a team with anyone you like, or freelance out to anyone that needs help, or go it alone, or any other method you want. So if you do make teams do you add the game separately or is there an option in submission to add collaborators and have them each receive credit for the game? Or is there just a system wherein you invite people into your party and the site takes care of it? a medical mystery fucked around with this message at Jan 1, 2013 around 16:25 |
| # ? Jan 1, 2013 16:23 |
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I think the whole points system is being handled on the honor system right now so everyone on the team could just tick off the 'I made a game' achievement on their own if they felt that they'd contributed enough to justify it. Of course the website is undergoing pretty rapid development right now so that might change in the future.
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| # ? Jan 1, 2013 17:35 |
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It's all pretty loose right now; I'd say have each member sign up on the site, and you can all use the same game link to submit for each of your accounts. It should tighten up somewhat as the site gets renovated. We also just got our 70th sign up for people in this thread making games. If everyone makes 12 games this year, we'll be pulling close to a thousand games.
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| # ? Jan 1, 2013 18:35 |
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Signed up as @FoffT. Spent the few hours today looking over Unity stuff. Have my January idea in mind, just need to get my Unity feet under me. Anyone else going in with the goal of starting and completing the game in each single month? I've seen people start to post games they started last week.
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| # ? Jan 1, 2013 19:48 |
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![]() I implemented some proper FOV! Now I only need to implement some pathfinding and I have pretty much all of the systems in place so I can start working on the actual game part of it
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| # ? Jan 1, 2013 19:51 |
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Joined as @Eternal1GAM Complete newbie to game programming but I've wanted to learn it for a long time now. Hoping this type of thing lights a fire under my rear end to finally start. No plan so far other than to start very simple and challenge myself as the months go on. Good luck to all!
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| # ? Jan 1, 2013 20:06 |
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front, side + step: ![]() I fiddled with a 4 frame walk cycle but it look mad strutty. More important things to focus on now :< lmao
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| # ? Jan 1, 2013 20:28 |
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Alright I've figured out what I'm going to do. A very simple Grimrock/M&M/Beholder style dungeon fighting thing (run around in a maze, fight monster). I'll be making it in Unity and it will be called "Team Blood Warrior".
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| # ? Jan 1, 2013 20:34 |
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Cosmic Horror posted:Anyone else going in with the goal of starting and completing the game in each single month? I've seen people start to post games they started last week. That's my plan; shouldn't be any harder than when I was taking part in the Bi-weekly game jams really. Svampson posted:
_jink posted:front, side + step: Great stuff so far. ![]() Meanwhile on my end, I finished fleshing out my concept a bit more and made a few placeholder sprites. The game premise is pretty simple: imagine Rock-Paper-Scissors meets Tug of War. Two mages face off and each "round" that comes up they can choose between four elements and various magic power levels; each element is weak against one other element and strong against another. After a few seconds, the round begins and your choice takes part, then the next pre-round section begins again until one player gets hit by the other's magic beam. So for example: Round 1 - Mage 1 selects Fire level 1, Mage 2 selects Water level 2. Water is strong against fire, and so the point where the two beams clash is pushed a set distance towards Mage 1. I aim to have the beams constantly pushing against each other so it gives the feeling like the mages are actually in a constant struggle, and are shifting elements to try and get the upper hand and win the duel. Crappy programmer art ahoy: ![]() The programming itself shouldn't be too complicated by my expectations. Once both the player and npc have chosen their elements and powers and the round ends, check them and run it through an equation to determine if the collision point or width (to demonstrate power level) or color & effects (to demonstrate element) of the beams changes, then animate the changes and inform the player of what happened. Mo_Steel fucked around with this message at Jan 1, 2013 around 23:01 |
| # ? Jan 1, 2013 22:58 |
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So after making the basics of my game to see if I could, it was time to make an objective. The objective of my game is now to destroy the moon with your ghost wizard powers. I finished it about half an hour ago but it's without sounds aside for your magic spell attack. It's going to need a fair amount of polish, but i'm really really happy that I got it working at all considering how inept I am at all this stuff. I am proof you need no knowledge of programming/art to be able to make games. I'm sorting out some web hosting for other reasons, but i'm going to use it to house the games I make for this thing too, updating them over the course of the month I make them in. Once I sort that out i'll put a link up to the current version so you guys can see how terrible my 30-second long game currently is.
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| # ? Jan 1, 2013 23:13 |
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Everything posted in the thread so far looks great! I started work using Box2D for the physics and a few other bits and pieces, coding in C++. So far I have a small craft can be controlled (quite poorly) using the analog sticks and triggers on a game pad. Apart from more forgiving controls, I plan to : generate a randomized, but not ridiculously challenging landscape. add some goals / missions around the landscape. They may involve ghosts. Somehow. change graphics and add some sound. Title screen. Here is a video of me trying to take off and land again a few times: ![]() http://www.youtube.com/watch?v=ZXL46bH63d4 Cosmic Horror posted:Anyone else going in with the goal of starting and completing the game in each single month? I've seen people start to post games they started last week. Yes, I think I'll be doing this, at least to start with.
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| # ? Jan 1, 2013 23:44 |
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I'm in as @chiefnewo. My completed game history is 0, along with my actual started game history! I think it's time to take the step from "ideas guy" to actually doing something. And given my tendency towards procrastination I think the only I'm going to be able to do this is by being absolutely ruthless in keeping the scope of my games small and focussed. That said, I still have to get started on my first game!
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| # ? Jan 2, 2013 01:58 |
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This looks awesome, nice job! Also it makes me want to play through the Icarus Proudbottom game again for some reason.
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| # ? Jan 2, 2013 04:48 |
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Seconding that this looks really nice. I've uploaded the basic version of my game onto my website and over the course of the month i'll be updating it until release. I'll follow this method for the next 11 games too, so feel free to take a look at the current game, Wizard Adventures edit - I realise I didn't put my twitter in, it's @Thievery52 Thievery fucked around with this message at Jan 2, 2013 around 17:12 |
| # ? Jan 2, 2013 14:31 |
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Probably didn't make it clear in my initial post, but I signed up as @univbee. I need to learn to do these kinds of projects without getting stressed or bent out of shape about them. I'm going to try making each game with a different tool in order to dabble in each. Starting off on mega-easy mode with RPG Maker to get my feet wet, and am hoping to pick up skills with both Gamemaker Studio and Unity (free versions) for subsequent projects.
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| # ? Jan 2, 2013 14:53 |
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I've finally decided on an idea and have a basic mock up working. It's no ghost or portcullis game, but it's the only idea I keep coming back and working on. You play as a little robot/anti-virus thing inside a robots head, and try to repair it. There will eventually be a face on the bottom portion of the screen to give you hints on your progress. Right now you can move around with the arrow keys, shoot lazers with space bar, and fix infected areas with ctrl. Also, you can zoom in with the Delete key. It's not much but it's a start. Screenshot: ![]() Demo: https://dl.dropbox.com/u/11063814/1GAM/Jan/index.html
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| # ? Jan 2, 2013 15:25 |
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Too much to quote, but cool things everyone! progress: ![]() MOCKUP DAY1 basic inventory and buying randomized scrolls, though they look more like rolling pins right now. edit; There we go
_jink fucked around with this message at Jan 2, 2013 around 23:38 |
| # ? Jan 2, 2013 16:39 |
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PDP-1 posted:This looks awesome, nice job! Thievery posted:Seconding that this looks really nice. Made some progress on the generated landscape part, rendering is still a bit scrappy at the moment. Also added some camera controls for zooming, but it should probably just happen automatically as your velocity increases or something like that. ![]() http://www.youtube.com/watch?v=wdRRkJ36UZs Hexagon fucked around with this message at Jan 2, 2013 around 20:25 |
| # ? Jan 2, 2013 19:38 |
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univbee posted:Probably didn't make it clear in my initial post, but I signed up as @univbee. I need to learn to do these kinds of projects without getting stressed or bent out of shape about them. I'm going to try making each game with a different tool in order to dabble in each. Starting off on mega-easy mode with RPG Maker to get my feet wet, and am hoping to pick up skills with both Gamemaker Studio and Unity (free versions) for subsequent projects. I've decided to throw myself in to Unity first up. So far it's been easier than I expected as it comes with a lot of stuff prebuilt, like cameras for first and third person games. Hopefully with some tweaking and heavy reliance on stock assets I can get something done before the end of the month!
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| # ? Jan 2, 2013 19:59 |
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I'm in as @Cirrial. 2012 was a bad year for me productivity-wise because academia is eating me alive. Let's see if a new year with better organisation can bring better things!
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| # ? Jan 2, 2013 20:59 |
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Well, here's my quick and dirty mock up of what I'm thinking for this month so forgive my terrible art. It may or may not get better as I progress.![]() Decided to use the optional theme. Thinking of a simple Punch Out type game using Construct. Dodge arrows/hot oil/what have you while beating on the gate/door with your fists. Once I get the mechanics in I'm going to see about a couple power ups/different enemies. May have a couple fights leading up to the gate. But that'll be after I get the first bit worked out and done. Anyways, anyone have any thoughts on the layout/proportions? Terrible idea? Pretty much first time I've done this, so anything would be helpful. Also, using my photobucket for the hosting right now. Should be safe from sucking up bandwidth but if it goes down I'll rehost somewhere else.
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| # ? Jan 2, 2013 21:33 |
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Archibald, this looks pretty awesome. Also you can use imgur for free hosting rather than worrying about using your own ![]() If you need a hand with construct, i'm using it too (http://www.5ifty2wo.co.uk for game so far) and had no knowledge about games before three days ago. In my head I picture your game differently - you're a prize fighting boxer sent back through time via a crazy mid-fight knockout, and you have to do the only thing you know how to do - PUNCH. You run through a battlefield punching your way through obstacles/enemies, and when you get to the gate you punch it out in one, because you don't take poo poo from anyone. Maybe have an amount of hits you can take but you slow down each time you're hit too. I dunno, I think your idea is really nice though.
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| # ? Jan 2, 2013 22:06 |
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Not much to show yet from a visual stand point; setup the classes I'm going to need and wrote in psuedo code to give me a guideline for setting it up. Hoping to have a working prototype by the weekend. I did whip up some terrible ms paint concept art to give myself a rough idea of what I need to make code for in terms of gui, tracking variables, etc. ![]() As for AI, I'm thinking of going semi random, basing it's decisions on past player actions and current game state with a little bit of variability to keep it from being overtly predictable. Putting too much variability could lead to it being moronic, and not enough means it'd be easy to game out as a player. Mo_Steel fucked around with this message at Jan 2, 2013 around 22:52 |
| # ? Jan 2, 2013 22:49 |
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I've signed up as @AwiaMartindale, I'm competing in Global Game Jam at my university this month, the game probably won't have anything to do with Portcullises though.
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| # ? Jan 2, 2013 22:52 |
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| # ? May 24, 2013 07:47 |
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I'm loving your art style!
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| # ? Jan 3, 2013 04:42 |




















lmao











