Polarity + SplitPlay
Soooo, most recently I took part in the Ludum Dare 32, a 72h (or 48 if you’re doing the compo) online Game Jam, this time with the theme “An Unconventional Weapon”. Despite my original plan to make a direct sequel to another one of my jam games, Hugo Was Alone, I ended up going for an original idea and developed Polarity, a game where each turn you play against previous versions of yourself. The jam went faily well and a learned a lot of cool new things (specialy regarding animation curves).
I’ll suddenly change the subject here for explanation purposes. For those of you who don’t follow the brazilian game development scene (I don’t blame you), a year ago Splitplay was first launched. Splitplay is a marketplace dedicated to advertise and sell games fully or partially created by brazilian developers. It’s an interesting and more accessible alternative to devs and it really contributes to the growth of the industry down there.
Now that you know all things, here’s the climax of this post: Polarity was accepted by Splitplay and is being distributed as a free game to celebrate the one year anniversary of the marketplace. Yay! 😀
Although I’ve been making games for quite a while, I haven’t had any of my work available like this to the public. Originally I had no intention of improving the game, I usually never do when it’s game jam stuff, but I’ll put some effort into fixing minor bugs and making it juicier and more fluid.
So, that’s it, if you wanna check the game on Splitplay, here’s a link to follow it. It’s free by the way
Recollection’s Data Tracking System @VFS
For the majority of 2014 I attended the first Programming for Games, Web & Mobile class offered by Vancouver Film School. Although a little bit rough on the edges it was a pretty good experience. Having a background in games it was cool to go into different areas and try new things for once.
Besides collaborating with the 37th Game Design class on Recollection, a first person surreal puzzle game, we also had an extra term to further develop our final projects. Most of that extra time was used to polish the Data Tracking and Visualization tool used in Recollection.
Being a puzzle game we were very worried about the flow of the gameplay: we didn’t want it to be neither too easy nor too frustrating and that meant a lot of playtesting. So, in order to improve the playtesting process I developed a tool that recorded each playthrough using coroutines and events and saved it to XML, JSON or a Binary format. Once that data was saved our Level Designer could load it into the editor and visualize how our testers were playing our game and make changes on the fly.
Shortly after our graduation VFS revamped their website (finally, that old thing was pretty bad..) and amongst other things, added samples of work from graduated students. For the Programming course my the Data Tracking System was featured. Yaaay! 😀