This is Bananattack.


Posted by Overkill on March 29, 2009 at 11:09 pm under Uncategorized

So I had earlier abandoned Resonance for another game idea, thinking it was the right thing to do. I figured that Resonance was too complicated, and would require too much work to get anywhere. In a way, I was right, but now I realize that I was also mistaken in these judgements. It was complex, but not to the point of disrepair. It just needs some loving and nurturing.

Upon review I know of several ways that I can make this idea work better. In addition to that, I have a lot of existing code for Resonance, that simply needs moderate updating to work with new ideas I’ve acquired.

I’m thinking of reducing the complexity of Resonance quite a bit, so that it’s more fun, and more structured for use in story and level design. Level design is something I desperately need to improve, but I think I’ve finally formulated some ideas to remedy that. Once I’ve verified that they work for me, I’ll be glad to share them to everyone reading this.

I know how vague this sounds right now, but I intend to turn my development around. Sticking with a project has always been difficult to me, but I think Resonance has many things that I consider good for a full game.

School is consuming my time, and it’s confusing my thoughts. I don’t write things down and plan enough, and this is why I have been all over the place with my development time. I end up adding things to engines which ultimately I don’t even need, or making my life needlesssly challenging by reinventing the wheel. I distract myself with various tiny details rather than working toward a bigger picture.

So Resonance it is. What I need for the game will determine what I spend time on. I have yet to develop a full list of what I need, only ideas.

Thus my immediate task: To jot down what Resonance had before, and what Resonance needs to become a feasible project while not compromising on fun.

Oh and I might also sink some time into making a simple site for this silly Gamagame challenge I’ve imposed upon myself.

Anyway. Until the next incoherent babble post, farewell!

Summary (as of March 30, 2009)

Productivity Points: 15/21 (-4 for days since post, +5 for deciding on the game idea)
Tasks for the Week (Must sum to 10 points):

  • Describe how to scale back the old game system by reducing complexity. (4)
  • Decide on how much code can be reused. (1)
  • Come up with a rough story outline (2)
  • Come up with actually concrete designs for the first level of the game. (3)

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The Game Making Game

Posted by Overkill on March 26, 2009 at 5:35 pm under Uncategorized

So, after agonizing a lot last week, I came up with an idea. A ridiculous idea that started as a joke. One so ridiculous, it just might work for real development.

Let me present to you a challenge. I call it Gamagame.

Gamagame is a one-player game where the player (literally) plays the role of a game creator!

Starting off
The player starts by deciding what sort of genre and the expected play time of their game project. The player will then be thrown into the world of making games. There are plenty of adversaries and events to overcome in the Gamagame world, and it is the duty of the player to conquer them.


  • The player starts with 14 Productivity Points. This amount is lowered by inactivity, and rewarded by constructive activity. Details on how to gain and lose points is described below.
  • The player can have a maximum of 21 Productivity Points initially.
  • When the player has 90%+ of their Max Productivity Points, he is “kicking ass”. Streaks should be noted.
  • When the player is above or at exactly 30% Productivity Points, he is “okay”.
  • When the player is below 30% Productivity Points, he is “crawling”.
  • When the player has 0 Productivity Points, the project is considered “idle”.
  • When the player has -7 Productivity Points, the project is called “frozen”, and Gamagame should probably end before it becomes shameful. It can be continued though in an attempt to rescue it.
  • When the player has -14 Productivity Points, the project is called “buried” with no chance of rescue, and Gamagame ends with shame.

Getting Points

  • The player gets 5 points for coming up with the initial game idea.
  • After the initial idea, the player splits assigns a bunch of tasks for each week. These can be broad categories for later weeks, but should be solidified ideas when getting closer in time. The player rate each task for the current week, with 10 points to divide between all tasks for that week. Fractional points may be given. The point rating assigned is the reward of productivity points the player gets upon completion.
  • The player can announce their intent to get extra work done (that is, tasks for later weeks), for a fixed 2 extra productivity points at the end of the week. The points for the extra tasks themselves aren’t rewarded, only the fixed 2 point reward at the end of the week. Failing to do anything by the end of the week after intending to do extra means that 3 points are lost.
  • The player can put Gamagame on hold for as long as they want, if there are distractions like work, school, or various life events interfering. No productivity points will be lost. But all delays should be counted, and for every 14 days spent on hold, 3 productivity points should be lost.

Penalties and Project Progression

  • For each day on the project, 1 productivity point is lost.
  • When the project is considered 50% complete, the penalties double, and max productivity points goes to 42.
  • When the project is considered 75% complete, the penalties and rewards both double (penalties are then quadruple the base), and max productivity points goes to 70.
  • These can be adjusted if they’re too ravenous, but make a note of it, and don’t intentionally cheat the system.


  • If the player is to enrol other teammates, don’t include them in your game score or anything (especially don’t make them play this silly game unless they’re as crazy as you).
  • If they complete one of YOUR tasks, you get points for that, but don’t deliberately put their tasks under your tasks for the week.
  • The only other effect team members have: any teammate who ends up doing nothing or qutting costs you 3 productivity points when you realize this.

Ending Gamagame

  • Gamagame is won when the project is 100% complete and released.
  • The player loses upon forfeiting Gamagame, or by being “buried” shamefully for having -14 productivity points.
  • Keep track of how many wins, loses, and shames you have. They could indicate a problem with how you’re developing games!

Also note the fixed reward of 2 points for doing extra tasks each week. This is to somewhat prevent being sidetracked, and to ensure that new ideas are considered ahead of time and waited on, instead of being thrown in for no reason. 2 points alone isn’t enough to save you in the long run anyhow.

Anyway, let’s begin craziness!

Summary (as of March 26, 2009)

Player Info
Name: Overkill
Productivity Points (-1 per day of inactivity): 14 / 21 PP
Status: Okay

Game Info
Game genre: Sidescroller + shmup (possibly a Shmuptroidvania, we’ll see)
Expected play time: 3 hours

Here we go! Now to hopefully not lose at yet another thing. May my craziness be a rewarding thing.

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Wheels are to Cars, as Game Engines are to…?

Posted by Overkill on March 24, 2009 at 12:36 am under Uncategorized

Can take a minute to say something?
I am normally quite complacent on the subject,
But I have tortured myself for far too long, and something needs to be said.
I always have aspired to be excellent creator, who would invest years of hard labour into a masterpiece: a car.
Instead, I’ve spent my life do far lower pursuits.
Small imperfections have deterred me from my true passions. So I worked diligently to correct them.
I reinvented the wheel to learn how I could make a wheel of my own.
I worked to improve the inferior wheels, but never received enough praise.
I avoided just using the popular wheels, because they were all made by snobs who want nothing to do with me.
I’ve struggled trying to find a wheel that came close to meeting my very arbitrary needs, but with no success.

I’ve let the wheel get in the way of making a car.

But, there’s a community and politics established around each wheel that has been made.
To leave my poorly designed wheels on the road leaves the people trying to make cars with them out in the cold.
Some of these people who cling on to these rusty wheels are my friends.
These wheels mean a lot to all of us, in our ventures to hopefully eventually make a car.
I wanted to make a car, but my knowledge of wheel-making has caused me untold hours of grief.

My attention to details has gotten to the point where a slightly imperfect wheel causes me to drop all plans to make a car, ever.

All I wanted was to make a car.
Now I’m stuck in lab, with a collection of unfinished gadgets that have nothing to do with cars.

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