Make a Game in June 2013

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Colm Larkin

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May 29, 2013, 5:51:30 AM5/29/13
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Hi folks,

It's almost June so time to announce the (100% optional) theme for the month.. 

  NATURE 

Think the environment, natural disasters, human nature, naturists (!), natural selection, flora & fauna.. or anything else that inspires you!

Lets use this thread to discuss game ideas, share early progress and towards the end of the month some games!


Good luck everyone!
Colm


Stephen Roantree

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May 29, 2013, 6:00:29 AM5/29/13
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It'll be a computer game from me this month for sure. I want to play with NME to make a card game. This is with a view to making increasingly fancy digital card games. So the working title of my design for this month is: Top Trunks! Something top trumps-y with a woodland theme.

Colm Larkin

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May 30, 2013, 10:03:45 AM5/30/13
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Nice name Stephen!

My (very loose) plan for June is to make an artsy game that is more of a visual toy than a game. Right now my general concept is something to do with SNOW + pixelart. Once I get to play around a bit i'll post some early screenshots..

Also, if you are looking for a persistant chatroom to talk about gamedev, 1GAM, etc we have this:

(if you need permissions to get into the room after signup, mail Sergio here: sergiomiram@gmail.com )

Jonathan Frawley

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Jun 1, 2013, 2:50:56 PM6/1/13
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Hi guys,

I've decided to go for a simple turn-based strategy game this month. It will be white blood cells vs bacteria, with the two being fairly evenly matched against each other. The bacterias' goal will be to infect a part of the body and the white blood cells' goal will be to kill all of the bacteria. I am thinking of using scala with lwjgl for my game to learn something new at the same time. I'll post a link whenever I have an early version up and running (hoping by the end of this weekend).

Thanks,
Jonathan.

Stephen Roantree

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Jun 2, 2013, 3:21:42 PM6/2/13
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Progress pics! Spent most of today doing the card template for Top Trunks. Clearly the front got more loving than the back :D I may redo the back of the cards if by some magic I get everything else done early this month - I'm kind of swinging for the fences with assets.

Inline image 1

My thinking for game play is that two players have a hand of cards each, with an equal number of heroes and spells in their hands. The players also have an amount of health. Hero cards have a bunch of stats. Magic cards have a positive effect on a stat, swap certain stats. Both players simultaneously play a magic card, which they both get to see. Then they both play a hero card. Both players heroes are affected only by their own magic card. Each stat is compared between the heroes, and the players take damage equal to the amount of that stat their hero was outdone by. One player wins when the other is out of health.

The game logic here should be really straightforward to implement. I think tomorrow I will try to get a decent amount of the game in place so I can start plugging in assets for the rest of the month and tweak.

--
Stephen
TopTrunksFrontBackSample.jpg

Sergio Mira Muñoz

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Jun 3, 2013, 4:08:59 PM6/3/13
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Hi,

This month I will try to prototype a game I have had in my mind for quite a while. The premise is that an unknown natural disaster is happening in some planets and they are imploding. You are a risky "planet pirate" and you take adavantage of this to pillage as much as you can find. You can save people along they way that are lost or have not evacuated yet. You have to make your way to a locattion near the inner core where there is an experimental planeary trainsport. These ships will lead you to other planets that sadly have the same imminent threat.
The gameplay is an 'endless' runner and I will try to bring concepts of coop-play. All this sounds like too much so I will probably have an sprite jumping around by the end of the month!

Once I have a first runnable I will post it here (MonoGame for Mac and Win).

Cheers,
Sergio Mira


2013/6/2 Stephen Roantree <stroa...@gmail.com>
TopTrunksFrontBackSample.jpg

Stephen Roantree

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Jun 4, 2013, 7:46:11 PM6/4/13
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I failed at coding on Sunday due to spending the entire day trying to come up with a good pun for a fake company name. I have one now though, so full steam ahead. I spent tonight on one of the character cards, and am pretty happy with how it turned out. I'm probably going to stick to this greyscale rendering just so I can get through the cards in time.

Inline image 1

Getting there!
LeafWizardCard.jpg
TopTrunksFrontBackSample.jpg

John Larkin

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Jun 16, 2013, 3:30:47 PM6/16/13
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Hi all,
Colm you might want to check out http://www.swordandsworcery.com/ for inspiration if you are considering an artsy pixels game. Their game is amazing in terms if art and music (only played it on ipad)
John

Stephen Roantree

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Jun 16, 2013, 6:45:10 PM6/16/13
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Managed to get most of today for working on the code for my 1GAM. I don't have the actual game logic implemented, but most of the user interaction and animations are in place. I've been using NME for this month's entry, since it can target most platforms natively. NME is the best and worst thing. It's an absolutely lovely platform, with some of the absolute worst docs I've seen. Its HTML5 compiler is really nice, so here's a HTML5 build of the game as it currently stands.

https://dl.dropboxusercontent.com/u/1893352/tt2/index.html

And the source for anyone interested:

Colm Larkin

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Jun 18, 2013, 6:09:32 PM6/18/13
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Finally wrote up my May entry:

Only a couple of weeks behind schedule there..

Now to build something for June!!

Colm Larkin

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Jun 20, 2013, 10:18:29 AM6/20/13
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Some professionally printed cards arrived for me today..

Inline image 1

I'll bring them along to the June meetup!
captains_of_industry.jpg

Stephen Roantree

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Jun 20, 2013, 11:30:02 AM6/20/13
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Inline image 1

Me at the meetup.
card_tricks_russian_shuffle.jpg
captains_of_industry.jpg

Kev

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Jul 1, 2013, 3:15:01 PM7/1/13
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Hi All,

Posting what I got done for June 1GAM here, as I only got something somewhat functional over the weekend. It has been a very busy month, so I didn't get menus or win/death conditions done - but the bare bones are there. 

I went with Love2D again, and the idea is simple. It is meant to be a basic platformer, but you have a limited field of view. As you run through the level you can collect items to increase your field of view. The idea would have been to get to the end of the level before the light dies. I've attached the love file, and as usual all code is available (and ugly) on my github account. 

The tie in to the theme was the idea that light is life, and if I had the time and resources there would have been all sorts of fancy stuff like plants growing around you as you run through the level.

Enjoy,

-Kev
beacon.love

Colm Larkin

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Jul 3, 2013, 6:41:20 PM7/3/13
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Kev, you able to build that into an executable?

Kev

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Jul 4, 2013, 8:53:13 AM7/4/13
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Hey Colm, try this, hopefully it works (no windows machine to test on)
beacon.exe.zip

Colm Larkin

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Jul 28, 2013, 9:15:58 AM7/28/13
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So I'm doing a mini game jam today to try and get something ready for our Tuesday meetup. Work so far:

Inline image 1

Inline image 2

More as I get things working. Or follow along in the chatroom here:

(or take part, it's not too late to make something!)
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Colm Larkin

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Jul 28, 2013, 2:58:40 PM7/28/13
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More done, still no lose condition though..

Inline image 1
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Colm Larkin

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Jul 28, 2013, 5:01:22 PM7/28/13
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Right, things can get sad now. If you want to give it a go you can see it in action here:

Or else I'll see you on Tuesday and you can try it then!
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Thomas Geraghty

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Jul 28, 2013, 5:07:38 PM7/28/13
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This is great, I fed it so much it got trapped by it's own poo and died. Awesome work!
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Stephen Roantree

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Jul 28, 2013, 6:31:23 PM7/28/13
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I also hopped on the last-minute-1gam train this evening. The art is really rough, but I'm happy enough with it for a few hours work. I could definitely make a much nicer looking thing given more than a day.
first_screen_2.png
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dontdrop.love

Philip Cass

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Jul 29, 2013, 8:04:54 PM7/29/13
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Was working on a Tiled importer for a unity framework I used, so I hacked together this time trial racing game in the last two days using it. 

Controls are W to accelerate, J and L to turn and spacebar to, of course, honk your horn (it'll use an xbox pad if you've got one connected). It's bad and doesn't fit in the theme but ANYWAY.


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Colm Larkin

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Jul 30, 2013, 5:38:17 AM7/30/13
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that's cool Phil, I like the musical horn!
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