Foresight ‘game’ and other stuff

'The ability to foresee or prepare wisely for the future.' according to the wiktionary

'The ability to foresee or prepare wisely for the future.' according to the wiktionary

so I had the idea when working on a time travel game a while back (dont groan, everyone h played around with time travel =p) and I figured why not be able to see what you will do as well as what you have  done? its not hard to figure out what will happen in the future with a simple system,  so I’ve played around with prototypes that let you see what will happen to you and choose to ‘change the future’ (so to speak) for a better outcome.

the latest prototype for this is available to play here

the trouble is I just dont know where to take it from here, so I’m posting it here in the hopes it might be inspiration for someone else, and maybe I’ll come up with something to make it more interesting to me and make a proper game with it, but its not likely.

oh, in other news I released Alpha 7 of Edward (a free flash platform engine for non coders) a little while ago. its very close to being feature complete so if you are into that kind of thing check it out.

also, I have a couple of smallish projects I hope I can finish this week and then I’ll get back to work on phantasmal (which I have been avaiding as alot needs redoing D:)

also also, I hacked at bits of my site yesterday, doing stuff like improving links and adding links to the forum. sadly I had to kill the gallery, the software for it was just driving me mad, if you are desperate to see my pics though there is always deviantArt 🙂

also also also, I hosted mini Ludum Dare last weekend and some awesome stuff was made, check it out.


Made a game this weekend

and heres the timelapse


the origin of BOXGAME

BOXGAME is based on a prototype I worked on at university with a very cool group of guys.

Admittedly, I was not the team member who put in the most work (I actually vanished near the end of development to work on my own stuff) but the rest of the team did a brilliant job on the prototype as you can see:

The awesome team that pulled this off was:

  • David Webb – Team Leader (and developer of Hexothermic)
  • Will Eades – Lead Designer
  • Karl Mitson – Lead Programmer
  • Chris Chadwick – Artist
  • Lee Adam – Artist
  • Wendian Liu – Artist
  • Edward Addley – Programmer
  • Sam Earl – Programmer

Everyone really demonstrated that the concept was pretty cool, and I wanted to take what I liked about it and go with it in my own direction, and BOXGAME is the result.

as a side note, I think most of the guys in the team are looking for jobs, so if you’re looking for insanely talented and driven developers you should look no further than these guys 😉


BOXGAME

So if you’re wondering why I havent been making posts about phantasmal, I took a couple of weeks off to work on this (I get a little crazy if I havent released a game in a while =p).

anyhoo, you can play it on my site, or on GameJolt.

new levels are comings soon 🙂


What Phantasmal is all about

Ok, so in the last post I briefly described phantasmal as a ‘SHMUPRPG’  and that leaves a really wide range of possibilities of what it could be, so I’ll get down to how the game will actually work (though if it sucks I’ll change it of course 🙂 )

The RPG part:

Underwater cities will feature in the game
Underwater cities are always cool

The first and easiest part to explain is the RPG part, in phantasmal like many RPGs you will be given a pretty big fantasy world to run around, and there will be a fairly hefty story to go with it. in fact the story in phantasmal is just as important as the rest of the game to me (if not more so).

To get around you will mostly be on foot, running and jumping your way through forests, mountains, underwater cities and your standard RPG fare. sorry but no airships planned as yet =p

I also want to point out there will be no leveling up, and no grindingfor experiance. Its not that I dont think they always make for bad gameplay, I just dont think they fit phantasmal, I’ll totally make a mini-grindfest game at some point but this wont be it.

The SHMUP part:

Bullet patterns are fun to make
heres a screeny shortly after coding in basic bullet patterns

Now to explain the SHMUP part, the main character will actually do no shooting at all.  “what the heck, its not a shmup then!” I hear you scream down the internets, but you would be wrong!

You see in the majority of SHMUPs shooting is done by pressing a button at the start of the game and letting go of it when you win or when you die, the real fun actually comes from bullet dodging, and if you like shmups you will iknow I’m right.

nothing can make you feel more like a ninja than weaving through hundreds of fiery balls of death without getting singed, and its this aspect of shmups I want to bring to combat in Phantasmal.

So How does it fit?

Well instead of shooting enemies, you will have to beat them up, but you need to stun them to stop their attacks first, and thats something I’ll be going into more detail in another post, because otherwise this wall of text will be insanely huge and I want to make a little storyboard or something to demonstrate it too 🙂

Do you guys have any reservations about me mixing the two genres like this? are you pissed I’m not letting the player shoot anything? was this update just waffle or do you feel like you have a better idea of what the game is about now?