I have a few Dev Logs on this site but I never bother to keep them updated as ideas and concepts often merge into each other making topics confusing or I just end up repeating myself in different topics.
So what I’ve decided to do is put all my game ideas into one Dev Log. I intend to update the first post when a game is finished or a new one is started, and hopefully gain some feedback in the process.
You can also check out my freelance pixel work here...
http://www.facebook.com/matwekpixel
Finished GamesXurgeSpace Invaders inspired shooter combined with a little rhythm action gameplay. The premise behind this game was to bring back the retro styled games of the past where they had no ending as such; the game just gets more frantic as you progress.
In an attempt to capture and emulate that retro feel the instructions are shown via a demo played at the title screen, which lead to a lot of people not knowing how to play properly as they just skipped it.
http://itunes.apple.com/app/xurge/id461718872?mt=8My pixel art has improved a lot since I first made this game so I’m actually looking to do a sequel if anyone is interested in programing it? I had a lot of extra content that never made it past the idea stage and I would love to see it given a chance
BlossomsThis second game was more of a concept test than a full game hence why it was released for free. The plan was to make something people would play to pass the time rather than compete for high scores.
Players use their fingers to cause gusts of wind to blow the leaves around. The aim is to get the coloured leaves to fall into the water, whilst simultaneously keeping the black ones out. Changing seasons and music convey to the player how well they are doing as the number of points they get allow them to pass onto the next ‘season’.
http://itunes.apple.com/mt/app/blossoms/id478676125?mt=8Almost finishedCannons and CargoThis is a pirate themed game heavily inspired by Bomber Man. The player controls a ship that moves around a maze like environment, the aim of the game is to find loot, collect fish and destroy other players for points. The player can only shoot perpendicular to the direction of travel so getting into a good position is crucial to winning the game.
I’m hoping to have a playable build soon from the guy I’m working with so people can check it out. In the meantime here’s a mock up…
OctopodesThis game is made specifically for the iPhone. The player controls an octopus by tilting the mobile to move, the player can then dive to catch fish by holding the screen and rise back up by letting go.
The aim of the game is to catch small fish whilst avoiding the larger ones, although it’s a little more complex that that with different fish having certain capture criteria.
Again I’m hoping to have playable build in the near future for people to give feedback.
Space Game, not sure on name. I kind of like ‘Torino Scale’This game was designed when I tried to design a series of games for classic eras of gaming, this one feel into the 80s arcade category. Whilst it designed the look and feel to be like an early arcade game I didn’t always stick to the limitations of the era.
The aim of the game is to avoid rocks and collect minerals, the problem is that the more minerals you collect the longer the trail of gems behind you gets. You then also have to avoid this ever increasing tail like you do in ‘Snake’.
Game concepts I’m working onI’ll be updating this later with all the extra bits and pieces I’ve been messing about with. There are two ideas that I think have potential but aren’t quite games yet. One is a Chess style game but with a scoring system and the ability to design your own team setup. I do have a prototype of the game but at the moment its not quite playable.
The other is a simple to learn but tricky to master card game inspired by Final Fantasy’s ‘Triple Triad’. Art is just a placeholder at the moment.
When I get more time I’ll update this section with some sketches and diagrams to explain how the games work
All types of feedback is welcome