There are game jams and Flash game competitions seemingly every weekend these days. While I don't really like the idea of pinning my eyes open with matchsticks and coding all night, I do like the idea of getting a complete game finished and released in a single day. I sometimes get a day or two of downtime between client projects, and rather than using this time to experiment on bunnies, I've been trying to work out how feasible it is to release 1 or even 2 games in these gaps.
My first couple of attempts have overrun by about double, and still aren't released (I'll keep you posted), but I have learned a few things along the way that I thought were worth sharing. I've also picked the brains of some other friendly developers for some suggestions (you know who you are, so thanks!)
Here's what I've worked out so far:
- The game can't have more than 1 level that you need to design. So a single maze like Pacman would be ok, but you can't have every level be different.
- You can't require any complex artwork. You need to use either free art, cheap stock art, art you already have kicking around, or art you can put together in 1 or 2 hours.
- You need a game engine to start off with. Flixel and Flashpunk might work for you, but I prefer to use my own engine, which I have been revising and improving for well over a year. It's still nowhere near 'finished', but I'm not writing much low-level code for each new game.
- You need a template .fla and/or FlashDevelop template already set up so you don't have to write any boilerplate for Mochi-ads, screen management, preloading etc
[...]
No comments:
Post a Comment