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TIGSource ForumsCommunityDevLogsSwang: One button precision platformer (Browser demo available)
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Author Topic: Swang: One button precision platformer (Browser demo available)  (Read 2757 times)
JoelB
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« on: February 28, 2017, 05:18:46 PM »



Playable browser demo



Dev Log Posts




Soundtrack (WIP)


Original Post



Hey! I would like to present my project that I'm planning to work on outside of my full-time job as a web developer. I've never completed a serious game project before, but I've dabbled in the area multiple times before. I've found that the best way for me to stay motivated through a project is to share my progress during the process, so here goes.

Swang (working title) is a one button precision platformer revolved around swing physics. It's built to be playable on mobile devices, but the concept works on any platform. The game is currently in an early prototyping phase with only wireframe graphics, but I would say that I've got the basic mechanics nailed down by this point. Please try it out and let me know if you find them fun on the limited number of rough levels that there are so far!

The structure of the game will be very simple with a lot of short, separate levels with no real story in-between. In addition to just completing a level, you will also have to collect a bonus star and finish the level within a certain time limit for 100% completion. The levels will most likely be split into different worlds that focus on a certain mechanic, and I'll explore if bosses are something that would work within this game. So the structure is very much like Super Meat Boy in that sense.

I am currently planning on building all aspects of the game by myself, which is certainly going to be a challenge! I'll do my best to focus on the strengths I already have within each area, as I'll briefly try to go over below.

Code
To stick to my strengths programming language wise, I'm building the game using Cocos2d-JS. The library allows me to easily compile to iOS, Android, desktop platforms and web browsers. Looking at my skill set and the challenges I expect to run into building this game, the programming aspects are the one I am least worried about.

Art
What you see in the current demo are only wireframes, I have not yet decided on what kind of art style I want to go with. Having worked closely with designers and building frontends for different web products for a couple of years now, I feel like I know enough to pull off a clean and minimalistic art style. So that's most likely the style I will be going for, but I'll want to try doodling around a bit first to figure out if my drawing is good enough to carry a project like this.

Music
I've played the piano for 15 years, so I'm looking forward to apply what I've learnt from that into composing the soundtrack for the game. I haven't done much composing in the past, but I see this as an exciting venue for me to finally get into that. I very much appreciate songs with strong, catchy melodies, so that's the type of music I'll try to aim for in this game. I regularly listen to video game music while doing other things, as well as play some of them on the piano, so I should have a good base of inspiration for getting into this.

Update: Soundtrack playlist (work in progress): https://soundcloud.com/joel-besada/sets/swang-soundtrack

Game Design
Game design is the area where I have the least prior first hand experience, so I expect this to be very tough to get right for this game. I just hope my experience playing games and generally being interested in the subject will be enough to produce something decent. Being a very level design dependent game, I feel like I'm going to have to spend a lot of time researching and trying things out to figure out how to build fun levels.



Alright that's enough to kick this off. I'll be posting more here as I progress through the project.

You can find me on twitter at @JoelBesada.
« Last Edit: November 06, 2017, 02:26:39 PM by JoelB » Logged

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nu_muso
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« Reply #1 on: February 28, 2017, 08:20:29 PM »

Hell yea! This will keep me hooked for quite a bit. Looking forward to playing it Toast Right
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JoelB
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« Reply #2 on: March 01, 2017, 12:40:10 PM »

Hell yea! This will keep me hooked for quite a bit. Looking forward to playing it Toast Right

Thanks, I'm glad to hear that! Smiley
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nathy after dark
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« Reply #3 on: March 01, 2017, 12:43:58 PM »

Have you played Magnetized? It's like this, but without the gravity. Maybe good for inspiration!

I love hardcore platformers, so I'll be watching out for this. Smiley
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wizered67
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« Reply #4 on: March 01, 2017, 01:50:43 PM »

Simple, but really great! The physics feel perfect and I had a lot of fun playing it, even though it's probably too challenging for me. Following!
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JoelB
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« Reply #5 on: March 02, 2017, 10:47:17 AM »

Have you played Magnetized? It's like this, but without the gravity. Maybe good for inspiration!

I love hardcore platformers, so I'll be watching out for this. Smiley

Thanks for the recommendation! I checked it out, there's definitely some interesting ideas in that game.

Simple, but really great! The physics feel perfect and I had a lot of fun playing it, even though it's probably too challenging for me. Following!

Thank you!
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« Reply #6 on: March 03, 2017, 06:10:13 PM »

It's like you are Spider-man, but instead of Spider-man you are a cube! I had a lot of fun playing this game! You should implement a 'death' counter, just to see how many times you tried. Keep up the good!
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jamesprimate
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« Reply #7 on: March 03, 2017, 06:22:10 PM »

ohh, very cool tight concept to focus on. lots of potential there imo.

unless youre thinking of keeping it a very short game, id think youll need to introduce some elaborations/developments on the mechanics in order to keep it from getting stale though. this seems hinted at with the star and the green looping dot, but im curious as to how it all develops!

no pressure, but i could definitely see this concept as being almost jon blow-esque in terms of cleverness working within limitations. bust out the tai-chi and goldberg variations, mang!
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nathy after dark
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« Reply #8 on: March 05, 2017, 05:05:29 PM »

Somehow I didn't figure out that the green square draws you into the next level. So I'm finally playing the rest of the demo. The Flappy Bird level is great—I feel like there might have already been a swing-based Flappy clone, but maybe that's just because it feels so natural.

Also I forgot to compliment the title. It's great. Hand Thumbs Up Left
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rickomax
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« Reply #9 on: March 05, 2017, 05:37:24 PM »

Nice concept!
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quantumpotato
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« Reply #10 on: March 05, 2017, 06:39:03 PM »

You don't fuck around with the difficulty! Fun game.
Reminds me of Rifter https://forums.tigsource.com/index.php?topic=51661.160
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JoelB
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« Reply #11 on: March 06, 2017, 01:50:50 PM »

It's like you are Spider-man, but instead of Spider-man you are a cube! I had a lot of fun playing this game! You should implement a 'death' counter, just to see how many times you tried. Keep up the good!

Hehe thanks, the cube is only a placeholder though until I've started working on the art. But I might keep it if I go with an abstract style. A death counter will definitely be in there somewhere!

ohh, very cool tight concept to focus on. lots of potential there imo.

unless youre thinking of keeping it a very short game, id think youll need to introduce some elaborations/developments on the mechanics in order to keep it from getting stale though. this seems hinted at with the star and the green looping dot, but im curious as to how it all develops!

no pressure, but i could definitely see this concept as being almost jon blow-esque in terms of cleverness working within limitations. bust out the tai-chi and goldberg variations, mang!

Thank you! I very much enjoy working within the limitations that I've set up for myself, and I'm happy that you agree that there's lots of potential here. I've got a couple of ideas written / sketched down to introduce new mechanics for the player to learn to keep them on their toes, but I don't have much to share on that yet.

Regarding the scope / length of the game, I'm trying to restrain myself from going crazy on it since I don't have never really released any games prior to this, so I want to make sure that I don't fall into the common trap of (jon) blowing up the scope too much and losing my motivation.

Somehow I didn't figure out that the green square draws you into the next level. So I'm finally playing the rest of the demo. The Flappy Bird level is great—I feel like there might have already been a swing-based Flappy clone, but maybe that's just because it feels so natural.

Also I forgot to compliment the title. It's great. Hand Thumbs Up Left

Oh, yeah that might be a bit unclear. I've added a note about it on the demo page for now, but I'll keep in mind to make it super obvious within the game when I start working on the art.

Yeah I can't remember a Flappy clone with swing mechanics, but it somehow felt obvious to make a level based on that so I might have played something that I've just forgotten about. There was this whole game jam around Flappy clones a couple of years ago (https://itch.io/jam/flappyjam), there's probably something similar in there.

I'm glad you like the title! I'm a bit on the fence about it now, I came up with the name some time ago but there's recently been a song released by a popular hip hop duo with the same title, so it's not a very unique name anymore. Or maybe I'm just worrying too much...

Nice concept!

Thank you!

You don't fuck around with the difficulty! Fun game.
Reminds me of Rifter https://forums.tigsource.com/index.php?topic=51661.160

Thanks! Yeah, I've kept my eyes on that project ever since I saw it here a couple of weeks ago. Oh and thanks for plugging my dev log over in that thread!
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nathy after dark
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« Reply #12 on: March 07, 2017, 06:33:38 PM »

I actually made a Flappy Jam game! It's called Icarus. I think it would have done much better in the rankings if I'd made it a web game. To my knowledge, no one but me has seen the phenomenal twist ending.
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JoelB
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« Reply #13 on: March 08, 2017, 11:44:03 AM »

I actually made a Flappy Jam game! It's called Icarus. I think it would have done much better in the rankings if I'd made it a web game. To my knowledge, no one but me has seen the phenomenal twist ending.

Ah, cool! I tried it a little bit and got to somewhere around the halfway point. I'll put in some more practice later to hopefully get to see your ending. Wink
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« Reply #14 on: March 08, 2017, 01:33:14 PM »

Wow! It's very addictive!
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JoelB
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« Reply #15 on: March 09, 2017, 01:40:41 PM »

Wow! It's very addictive!

Yay, I appreciate hearing that!
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JoelB
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« Reply #16 on: April 11, 2017, 11:23:46 AM »

Hey, I just posted an article on Medium explaining how I'm using SVG to build levels for the game. You can find it here https://medium.com/@JoelBesada/swang-development-log-building-levels-in-svg-92e968edcbd7.
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nathy after dark
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« Reply #17 on: April 11, 2017, 12:23:56 PM »

Much appreciated technical information! Plus, the rough visual style you presented is actually appealing, at least within the expectations for a little browser game.
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JoelB
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« Reply #18 on: April 11, 2017, 01:07:24 PM »

Much appreciated technical information! Plus, the rough visual style you presented is actually appealing, at least within the expectations for a little browser game.

Thanks!
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JoelB
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« Reply #19 on: April 11, 2017, 01:10:35 PM »

I also posted a video on Twitter quickly showcasing the workflow: https://twitter.com/JoelBesada/status/851890790594957312

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