Results for tag "makegamessa"

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Bodybag (The Cleaners) – our #GGJ15 Criminal Resolution Physics Simulator

Global Game Jam is the 48 hour annual Game Jam that happens all across the world with a unified theme. You can play the game here:

Bodybag (The Cleaners) playable link

Bodybag Global Game Jam page

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The theme this year was “What do we do now?!”

This was a tough one – the previous Ludum Dare’s theme was, to me, a lot more restrictive, and thus felt more interesting. It’s the old saying of if you tell someone they can do anything, they most likely will end up doing nothing. Restrictions breed creativity.

So we tried to break the theme down into restrictions we can try to apply:

  • “We” – “It’s What do we do now?”, so that implies some kind of group game – implying multiplayer, which is my personal favourite. But multiplayer experiences tend to not do as well in jam setting (as we discussed in the previous Ludum Dare blog), and we just did one in our previous LD, we also wanted to stay away from that.
  • A sense of being thrust into something unknown – that’s the feeling those words “What do we do now?” elicit. We wanted to make people feel that panic and confusion.
  • Not a scripted narrative adventure game – we realised very quickly that the theme lent itself too much to a kind of point & click adventure that would have players solve things by working out contextual puzzles, so we wanted to stay away from that. We wanted to base the game on a mechanic rather than a stream of content.

Bodybag Simulator

The deed is done, the mark is now a body. “What do we do now?”
Now, we call the Cleaners.

Bodybag is a game about what happen after the inconsiderate asshole assassins leaves a messy botched job behind. It’s your job to get rid of the body in whatever way necessary.

  • It can be played as a 2P game with each controlling a character, or ambidextrously by a single player. This
  • It’s a physics-based game which we haven’t really had experience with before – No More Boxes was physics but this had elastic bodies and all that which relied a lot more on physics than wrangled quasi-physics.
  • Not sure on the name :) “The Cleaners” sounds better but a tad generic, “Bodybag” sounds too heavy-handed… But for now this’ll do :)
  • We either overscoped or underestimated the tweaking it takes to wrangle a physics system to do what we want it to do. In any case we had quite a few things that we wanted to include that didn’t get in, which would have been easy to implement, but we were too busy working on wrangling the physics system.
  • So we didn’t manage to finish everything we wanted to :(

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  • Learnt a bunch about physics bodies in Unity, it made me understand why Chariot (that game I learned about over the weekend) made their design choices (round characters, among others). I feel much better equipped to make more crazy physics games now :)
  • Learnt to do level design. Something I’ve generally stayed the hell away from.

Timelapse – 48 hours in 30 seconds:

Team:

  • Steven Tu (art and level design)
  • Loet Jansen Van Rensburg (code and physics)
  • Tim Harbour (Superb score)

 

Once again, GGJ15 game link:
http://globalgamejam.org/2015/games/bodybag

Play now:
http://www.twoplusgames.com/bodybag

Thanks for your time, hope you enjoy the game! :)

rAge 2014 + Debut of Beat Attack

The rAge Expo has always been a landmark gaming event in South Africa, and this year has been no exception. Twoplus Games was there with a gaggle of fellow indie game devs with MakegamesSA and  to show off some top-notch home-brewed entertainment!

Dead Run, of course

Arthur Godstruck on Dead Run

 

We took two games to rAge, and the first is the soon-to-be-released endless twitch zombie-bashing runner Dead Run, which has repeatedly surprised us with how much people love playing it even in an expo environment – see, it was designed for quick play sessions while waiting in a queue, but instead people were queuing up to play it. It brings a smile to our faces :)

You can play the Dead Run expo build right here: playdeadrun.com

Dead Run will be coming out soon on iOS (it’s sitting in the approval process which has had unforeseen hiccups), with Android and Windows Mobile to follow.

Beat Attack, the debutante

Pre-apologising to all @MakeGamesSA guys exhibiting with me at @rageExpo :) #nightattheroxy

A video posted by Steven Tu (@tuism) on

The second game we brought was Beat Attack, a game we had been prototyping in the last month or so. rAge was the first time we had shown it to the public.

Beat Attack is our rhythmic one-button love letter to combo-licious competitive block-matching puzzle games – it  was designed because we love versus puzzle games like Super Puzzle Fighter and Puyo Puyo, but couldn’t really find any that worked with my iPad. So we made our own! We also love DDR, and it all just fit so beautifully together. But more on Beat Attack’s origins later. Beat Attack was super well received, the simple one-button competitive play was a joy to show people and just watch them fall into the game, trying to get better and beat their friends’ ass. Which is exactly what we want out of Beat Attack!

You can play the Beat Attack expo build right now too: twoplusgames.com/beatattack

Beat Attack is currently in alpha and is definitely gonna get finished! Stay up to date by following us on Twitter!

Pictures

Here are just some of our photos from rAge, you can check out our full album for more photos!

These bad boys played at least 4 hours of Dead Run, coming back again and again to whack ever more zombies. Kudos!

Saturday’s Dead Run high scores!

The Akatsuki ninja trainin on Beat Attack

A heated conclusion to a heated game of Beat Attack.

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