I'm working on a video game folks...

Kodie

Pro
Joined
May 1, 2012
Messages
1,810
Reputation
101
Daps
1,525
Probably not. So let me talk a little about the gameplay as that might explain why I don't think it works for mobile yet...

The game was originally designed as a 1v1 game where each player controls a team of 2 swimmers. Each swimmer is mapped to an analog stick (we also have it working for WASD/Arrows on the keyboard). We soon realized that people could modify it to be a 2v2 game - two people hold one controller (if you remember old school Micro Machines, this was possible). So one person holds left analog stick and controls left swimmer and another holds right analog stick and controls right swimmer.

In a 1v1 style, the game is very confusing (and I like that). It's very hard to wrap your head around controlling two different people with the two analog sticks. It's fun to see who adapts the quickest as that's the first challenge competitors face. In a 2v2 mode, cooperation obviously becomes a big factor and that's fun too.

In any case, I think mobile brings a lot of challenges with it for this game. Will virtual thumbsticks be enough fidelity? How do I truly implement multiplayer? This could be a challenge worth taking up if there was money involved but might not be something I'm interested in just for the sake of learning how to make games.
 

Hersh

Superstar
Joined
May 2, 2012
Messages
20,780
Reputation
3,089
Daps
33,937
mobile u could make it online-- but i dont know what comes with that territory. each phone controls 1 dude
 

Batz

The Freaks Come out At Night
Joined
Apr 13, 2013
Messages
948
Reputation
50
Daps
676
It's called Pro Sewer Polo and I'm working on it with a few friends. We started it as part of a month-long game jam but that's almost done now and we're going to keep working on the game. Here are a couple gameplay gifs:

Started from the bottom (first build):
0PW5vk9.gif


Now we're here (latest build):
psp_111413.gif


If you care, ask me anything about the game, making games, what I've learned so far, etc.
How did you get started on this game? What are the things you need to know in order make a game? How much did it cost to make this game?
 

Kodie

Pro
Joined
May 1, 2012
Messages
1,810
Reputation
101
Daps
1,525
How did you get started on this game? What are the things you need to know in order make a game? How much did it cost to make this game?
I got started on this game in particular because I'm kinda sorta part of the [aspiring] indie community here in Baltimore. I say kinda sorta because I joined the Facebook group and planned on going to meetings. It's not like there's any barrier of entry to that particular community/group. So that group put together a game jam (http://bmoreindiegamejam.com/) and I said cool, this is an excuse for me to get off my ass and start working on a game again.

There are various things you can do to help contribute to a game but the 2 core roles you'll see in a game jam like this are Programmer and Artist. With a side of musicians or sound engineers. I'm of the programmer variety. I've known for a long time (since high school and I'm 30 now) that I've wanted to program - whether video games or otherwise so I've always focused on programming. In any case, if you want to get into video games, my best advice would be to just start. Start with Unity or GameMaker and pick up programming as you go. Tom Francis, the guy that made Gunpoint did just that. He had no programming or game making experience and made Gunpoint in about 3 years in GameMaker and is now working on his next project in Unity.

It's cost me nothing but my own time so far. Right now it's a team of 4: me, 2 more programmers and an artist. Since the 2 additional programmers have joined, I've played more of a mentorship/management role - helping them learn Unity and maybe even a little game dev in general. And the artist has really transformed it from the look in the first gif to the look in the second gif. He made the models, animation and the water. I may have to invest some money depending on how I approach monetization and stuff but I'll cross that bridge when I get to it.
 
Last edited:

hex

Super Moderator
Staff member
Supporter
Joined
May 2, 2012
Messages
39,260
Reputation
20,392
Daps
201,404
All jokes aside I got a serious question.

Judging by the graphics this is obviously an XBOX1 launch title, do you think you'll have it done in time for the 22nd?

Also, you need a cool name for your engine. All the engines have cool names....Unreal, Source, Frostbite, Crytek, etc.

Fred.
 

MaccabeanRebel

All Star
Joined
Jun 17, 2012
Messages
1,894
Reputation
330
Daps
4,251
Reppin
The outer limits
I got started on this game in particular because I'm kinda sorta part of the [aspiring] indie community here in Baltimore. I say kinda sorta because I joined the Facebook group and planned on going to meetings. It's not like there's any barrier of entry to that particular community/group. So that group put together a game jam (http://bmoreindiegamejam.com/) and I said cool, this is an excuse for me to get off my ass and start working on a game again.

There are various things you can do to help contribute to a game but the 2 core roles you'll see in a game jam like this are Programmer and Artist. With a side of musicians or sound engineers. I'm of the programmer variety. I've known for a long time (since high school and I'm 30 now) that I've wanted to program - whether video games or otherwise so I've always focused on programming. In any case, if you want to get into video games, my best advice would be to just start. Start with Unity or GameMaker and pick up programming as you go. Tom Francis, the guy that made Gunpoint did just that. He had no programming or game making experience and made Gunpoint in about 3 years in GameMaker and is now working on his next project in Unity.

It's cost me nothing but my own time so far. Right now it's a team of 4: me, 2 more programmers and an artist. Since the 2 additional programmers have joined, I've played more of a mentorship/management role - helping them learn Unity and maybe even a little game dev in general. And the artist has really transformed it from the look in the first gif to the look in the second gif. He made the models, animation and the water. I may have to invest some money depending on how I approach monetization and stuff but I'll cross that bridge when I get to it.

Dude props.. I'm in maryland myself and that baltimore game jam shyt looks dope as fukk! I need to learn more about this..I've always been interested in game engines
 

Spliff

Godzilla got busy.
Joined
May 1, 2012
Messages
12,040
Reputation
2,400
Daps
40,154
Reppin
Jersey
This is being made in Unity. I find myself getting a lot further in the game making process now that I've really embraced using existing frameworks and platforms.

LOL @ the sewer question. Great question. The theme for the game jam was that you have to make a game with a title that you get from a video game name generator. You can generate as many names as you like an then pick one to make a game off of. The name we liked the most was Pro Sewer Polo because we thought it fell in line with the type of game we already wanted to make.

Think I'll be using that for Project Spark titles/ideas. :ehh:

The Harlem Globetrotters: Castlevania Base :leon:


Pro Sewer Polo should be played by Teenage Mutant Ninja Turtles

:whoa:

Pubescent Radioactive KungFu Testudines.... don't want the breh catchin a case :whew:
 
Top