Last night I went to the Playcrafting NYC March Demo night. I got to meet quite a few people including the creators of several games recently released and currently in development. All of the games were awesome, and it was really nice to meet the people who made them. I think my favorite of the night was the card game: Bycatch.
A game about remaining invisible to both yourself and to your predators. The game has an awesome camouflage mechanic, dynamic difficulty, branching paths, and generative soundscapes.
A card game that employs your phone's camera for surveillance, Bycatch sees each player control a nation on the hunt for suspected terrorists. Players try to locate suspects hiding abroad using drone surveillance, and eliminate them with drone strikes. Meanwhile, they must shelter their citizens from the attacks of their opponents.
A short first-person adventure game and takes place in one giant area with multiple nooks, crannies, and even some hidden passages. Due to being circuitous, the game can be explored from any direction at any pace.
Gay Fighter Supreme -
A satirical take on 2D sprite-based fighting games from the 90s, Gay Fighter Supreme features character types from within the LGBT community. Fight your way through foes to be crowned supreme! The only colors in this rainbow are black and blue.
Bunny Love -
An endless runner that takes place in Bunny World, which has been ravaged by the evil wolf gang. Only two bunnies survived, Bun Bun and Twitch. It’s their job to repopulate the world with bunnies using the power of love. However, the wolf gang is hot on their tails. Do you have what it takes to protect them on their journey to Carrotopia?
All in all, I had a great time at the Playcrafting Demo Night, and I am currently thinking about attending another either the April Demo Night or the April Spring Expo.
Over the course of the past month, I have been getting feedback and usability results from people that have come to the site. I have been continually making changes to the site based on this feedback. I think the site is much better off for it now. A list of changes since the soft launch are:
After making a few more changes in the coming weeks, I believe that the website will be ready for a full launch.
After realizing that the combat and visuals would be a bit different from what was initially discussed, I decided to work on a safer option this week. Seeing that our game revolves around cards, I decided to begin making sketches of cards. My favorite design at the moment, and the one I think I will be sticking to is that of an hourglass. I am currently torn between 3 versions. All will adapt and change as time goes on.
These cards are in the shape of an hourglass. As the rounds continue, the sand in the upper half would lessen and more would be in the bottom half. The front of the card would be split. There would be an icon, or image on the upper half as well as a name depicting the move. The bottom half would explain the move.
These cards are in the shape of a rounded rectangle. The backs feature a single large hourglass that performs the same actions of the previous and is surrounded by other smaller hourglasses. The front however will look more akin to that of Magic the Gathering, Yu-Gi-Oh’s Duel Monsters, and other card games. There would be two frames, one on top that contains an image that depicts the card, the one on the bottom would have text explaining the card with a possibility of some flavor text.
Sands of Time
These cards are similar to the previous Large Hourglass Rounded rectangle cards. The main difference is that on the back, there is a single hourglass. It develops a crack, and sand seeps out from that crack, landing in the foreground or on the side as time takes its toll. In Between rounds, the card/visual gets dustier and more difficult to see, and cobwebs appear around it.
I have decided that the most efficient way to make progress on this game, and not take away quality from other work I am doing is to allocate 5 hours a month specifically for Oriball. Everytime I get some work done, I'll drop a post here to keep you all updated.
I took some time this week and thought about all the changes and additions I wanted to make. The one that I felt would add the most, and I could do with the allotted time available was audio. I was already feeling a bit disappointed that I was using placeholder music instead of something I created myself, so it was an easy choice to work on the music of the game.
I opened up Figure and began playing around with some ideas. I knew I wanted something that was fast, upbeat and sounded electronic. After about an hour, I created a sound I really liked, and brought it into Audacity. After adding some tweaks, the song was finally ready.
The final result is a short song with a perfect loop, that still sounds great when slowed down, sped up, or after a change in pitch. This new background music will be a great addition to Oriball, and you will be able to hear it the next time you play the game.
I'm a Game Designer and Developer. I will be posting about my progress on different projects and about events I attend.