During the course of working on SpookyQuest, I've managed to finish my first, second and third games ever. I'm hoping to bring that count up to four with SpookyQuest.
Posted by Fervir on May 13th, 2013
I haven't been working on SpookyQuest as fervently as I would like to be recently, for a couple of reasons, one being that I don't have a lot of free time now, but I'm feeling the momentum beginning to build up.
Another reason that I hadn't been working on SpookyQuest was because I was working on other games.
They're really short games, but they're the first projects that I've finished and am pretty proud of.
The first of the games is Plant'sQuests, an RTS about plants made for the AGDG bootcamp where the goal/theme was to make a game about plants within about 3 weeks. I only spent about a week on doing the art and the gameplay. Check it out here.
The second game I got around to making was Play The Game for the LudumDare competion #26, a worldwide gamejam where you work solo to create a game starting from pretty much scratch. All non code assets like sprites, sounds and music had to be done within the 48 hours. The game also has to be based on the theme which was minimalism, which I forever think is tough to make a meaningful concept out of. What I got out of that 48 hours was a set of 20 minigames where you click, move, shake and drag the mouse to do whatever task comes up. You can download it here.
The last of the games was one that I made in about 8 hours called GROOVEBIRD.
I've always wanted to try out making a rhythm game, and I was inspired by an animated gif of a dancing punching bird named GROOVEBIRD. You can check this one out here.
I'm looking for the time to work on SpookyQuest, and it's pretty tough. Thing's just get too tough to work on in short bursts. I'll get started and have to end early only to have to start from the beginning the next time I work on it, so a lot of the things I have to work on, I need to work on it all the way through. A lot of the problems that I'm running into are due to me running into problems that were caused by my inexperience with the Construct Classic program when I first started the project. This means I'm working on fixing and/or finding workarounds to things that I've already done. But alas, things are moving forward, but just very slowly. I've been working on adding more stuff to the dungeon and now there's 34 rooms to explore, and most of them have puzzles and secrets and bosses in them. I've also started working on dialogue trees, some kind of questing system and a shopping system where you can buy and sell items. Now, these systems won't really be fleshed out because of the scope of the game. I've only planned to have one dungeon to be playable, but it's a pretty big dungeon I think so far.
You can all look forward to a demo this week, I'll try to get everything all polished up before the weekend is up at least. I might have to take out arena mode for this one though, due to one of problems I mentioned earlier. But hey, the dungeoneering is where it's at. You can expect to play with all the weapons I have in the game to solve all the puzzles and fight all the bosses. Sounds good right? It'll be here when I get to it.
Also, check follow me on tumblr where I'll be posting all of my game development progress, news and the like. I'll still be posting on IndieDB for SpookyQuest, but you won't get to see many of my smaller projects that don't have their own dedicated pages.