In as much as I would like to move on to my next project, there are still a few things I need to finish with Scuba Chibi:
1. Android Support
I’ve had some suggestions as far as leaderboards, more enemies, and more backgrounds. All are possibilites! 🙂 Any other suggestions? 🙂
Stay tuned for my upcoming blog post when I do my Postmortem #2 – Data and Analytics!
As simple as this game is, it actually took me a whole lot longer to finish than I had expected. Most of it was due to finding the free time to actually work on it. But it was a lingering item on my To-Do list and I wanted it done and over with so that I can move on to my next project. 🙂
So here is a compilation of technical things that I have learned along the way while making Scuba Chibi:
As far as artwork, I drew everything in Flash. I chose Flash because it was the only vector art program that I had, and I wanted to be able to resize things if needed without getting any artifacts. I decided to use a black-and-white sketching style primarily because I didn’t have much time to make clean lines and to color, and I also liked the look of it.
Since my free time was very limited and I am but a one-person team, my game design was cut down by about 80%. I initially had 6 scenes, but as the days went by, I had to cut that down to 3. I initially had 10 collectible items, but that went down to 2. I definitely wanted to keep the jar, though, because of its ability to interact with other objects such as filling it up with liquids and emptying them out into other objects. I also had about 5 endings at first, but then I cut that down to 2. Ultimately, I just wanted to have a playable and complete game, even if it was short.
Eventually, I would like to expand the game and put back in the things that I had to take out in order to meet the 4/17 deadline. So, your feedback and comments are greatly appreciated! Thanks for playing! 🙂
While I’m coding away, I often like to listen to podcasts about stories and learnings from other developers. Here are some of them:
Software Engineering Radio http://www.se-radio.net/
Software Engineering Radio is a podcast targeted at the professional software developer. The goal is to be a lasting educational resource, not a newscast.
The Big Web Show http://5by5.tv/bigwebshow/
The award winning Big Web Show features special guests and topics like web publishing, art direction, content strategy, typography, web technology, and more. It’s everything web that matters.
Developer Tea http://www.developertea.com/
Developer Tea is engineered to be a highly-concentrated, short, frequent podcast specifically for developers who like to learn on their tea (and coffee) break.
Game Design Dojo http://gamedesigndojo.com/
A couple of game developers that have been in the industry for a combined 26 years. They share what they’ve learned along with their latest developments and discoveries.
I’ve been playing around with the colors for the game. I was going for some vivid colors, rather than muddy, to show a sort of fun and playful feel in the game. I’m sure after some playthroughs, these may change, but it’s a start.
I’ve found that having a “color legend” can be quite helpful. Sometimes I find colors that I really like, but after changing around some things in the color wheel, that color becomes lost. So here, I have them saved somewhere for future reference.
So I’ve made a game for the Flappy Jam on itch.io (http://itch.io/jam/flappyjam). The game is similar to Flappy Bird, but I’ve added another game mechanic to it. I used CreateJS for the code, Photoshop for the art, and got sounds from Flashkit.com. Hope you enjoy it!!