Space Wars - First Google Play Store Release
This is my first full production project that I released onto the Google Play Store. It's a never ending, vertical scrolling SHMUP game. Where you collect items along the way, such as ammo, rockets, fuel, and health to keep you going in the Space Wars! It is completely free, and supported through advertisements. I’ve purposefully designed the game to limit the amount on ads each player is displayed. That way you will not be bombarded with advertisements 😉
This was a great test run, of getting a simple game put together, and up on the Play Store. There is a lot more involved, in getting Advertisements integrated into a mobile game, and actually getting it uploaded and reviewed for download on the Google Play Store, than I had originally thought. This project has been a great learning lesson, through trial and error, how to create and publish a free game for mobile devices :).
As with everything, there will be road blocks, and obstacles along the way. The most important part, is never giving up! Having the mindset of making it happen, hell or high water, will get you through anything. You can learn anything you would like to learn to turn your dreams into a reality. I am always here to show you that. Keep on going, and never give up on your dreams!
Here is an official gameplay video on my YouTube Channel: https://www.youtube.com/watch?v=eCNY9db8xHA
You can download and play the game for free here: https://play.google.com/store/apps/details?id=com.colinlitchfield.spacewars
Alien Abduction - OperaGX Game Jam Entry
This game project, was an entry to the OperaGX Game Jam Entry, https://gamejolt.com/c/gamemaker/ogxgj
Everyone who took part in the game jam for the OperaGX browser, had two weeks to design, and develop a HTML5 game using GameMaker Studio, within a two week time period. The theme was a mystery, until they dropped the theme "UFO" on Thursday July 29th. The game required to have an "endless" gameplay aspect. Similar to endless runners, jumpers, etc(i.e., "Jetpack Joyride", "Beat Jumper", "Endless Jumper"). A few more requirements were, multi-player mode, all controls on keyboard, increasing difficulty overtime, and all art needed to be created during the development time(two weeks)
I quickly got down to work, and came up with a dozen different ideas for what my game for the entry could be. I settled on one style, which would be a UFO the player could control to abduct civilians spawning along the bottom of the screen, while also dodging projectiles from turrents from the bottom of the screen, and airplanes that come in from either side of the game screen later on into the game. Everything slowly ramps up over time. The turrets shoot speed gets faster(the projectiles movement gets faster, and time inverval between shots gets shorter), airplane flight speeds get faster.
That very night, I threw together a quick mock-up of the game I had envisioned. You can check out the video I uploaded here, https://www.youtube.com/watch?v=E1JZTuge0hs . I used that video to find myself a decent pixel art(something I am advancing in every weekend these days), at the time my art was rudimentary at best XD. I just happened to find a great artist who did the work for a great price, and did it within 3 days time! We became friends, and still talk to this day, and plan on working on future projects together as well. This was only one of the relationships taking part in the Game Jam created, both friends, and colleagues.
Unfortunately the game did not make it into the top 100, or even the top 8 in the contest. There wound up being a huge turn out, and over 900 entries had been made to the contest! The game came out exactly as I had envisioned it from the start, and it was a huge motivational push to get me to learn GameMakerStudio(this was my first project in a couple decades). That was enough for me, I am satisfied with the way it came out :), and that's what matters. I was shooting for a game that slowly ramped up difficulty over time, had that retro pixel art vibe, suitable for all age ranges, and included all the elements I had envisioned. It was also the push I needed to take game design more seriously, and begin working on my passion full time, and make it my life!
Here is a video to the final product: https://www.youtube.com/watch?v=3yOOCEgjh7g
You can play my entry over at GameJolt: https://gamejolt.com/games/ufo_abductions/638754
Sometimes the best way to learn a new game engine/creation tool, is to prototype as many games as you can in the fastest amount of time possible. This will help you learn how to do many different things within that application you are adding to your game design/development toolbox. I've moved over to another engine after using GMS for some time. I find it is much more intuitive for me to use, implement, and prototype any type of game I'd like to create.
My first week with the new(to me) game engine, I prototyped as many games as I could, to learn as much as I could about the engine, it's capabilities, and how things work within the engine. I'm still learning a lot for it. But the week of prototyping various styles of games, was a great learning experience, and it taught me a lot about the application. I don't have any playable versions of these unfortunately. I could compile some(I have them all archived on my hard drive). But, it seems like a bit of a waste, as they are very small games, and will not provide much gameplay for you.
So, for this post, you can watch the video(s) I've uploaded to Youtube. Here is a link to a video, I've uploaded that includes clips from 9 of the games prototyped that week: https://www.youtube.com/watch?v=NqmciJertfg