Making a Casual Halloween Game – A Case Study – Part 2

Okay! I finished the game!

It’s called Spooky Pumpkin Pinball Mania!

At first it was slow going and I couldn’t get the game to feel right. I made up simple objects to get the ball rolling. Then I felt it was a little boring. Video pinball and real mechanical pinball are two entirely different animals. I had to search for a more interesting kind of game.

So I built some ghosts and houses to hit. I made the animations very simple, yet fun!

Ghost

G H O S T

ghost house

ghost house

 

Then I built the school and set up the win and lose case. If the school gets destroyed, you lose the game.

School sprite sheet

The school sprite sheet

The hardest part was making the caudron. It wasn’t hard as much as it was complicated. I had to make a whole bunch of things to get it to feel right. At first it wasn’t even moving at all. Then I had some trouble getting the meter to work properly.

Caudron

Cauldron

After that I polished up a few things such as the menus and the scoring system. I made the win and lose screens last.

And now we have a finished product!

spooky pumpkin pinball mania

spooky pumpkin pinball mania game screenshot

If you ‘d like to play the finished product for free go here!

Please rate my game if you liked it! And if you didn’t like it go ahead and let me know what I can do better next time!

I did end up making the deadline, but it was very close. I launched the Mac OS version on October 30th and then the Windows version on the 31st. I had a linux version posted to the site on the 31st, but it was the wrong game. So I posted that a few days later.

Anyways, Enjoy!

Making a Casual Halloween Game – A Case Study – Part 1

Halloween is coming on fast! Time to stitch together some candy and conjure up some costumes!

I’ve always wanted to write a holiday themed game for people to download and casually play for the kicks. And now that I have a few small games under my belt, I’m going to try my hand at this one.

It is October 5th. Can I make a game in time for Halloween with my crazy schedule? Let’s find out.

First some initial sketches of how I want to game to feel and look.

Case Study - Casual Halloween Game development

And now It’s time for bed. I know I want to build some sort of casual cutesy pinball game with a pumpkin theme.

May Game Dev 013: Download and Play

Get the game here.

Rag Doll Fight 1

You can download it for Mac OSX, Linux, and Windows.

I love how easy it is to build for other platforms in Unity!

I got rid of the control screen and figured out how to just use the Unity Input Manager. So now when you start the game, you can set up the inputs however you like. I would like a custom in-game input manager, but that’s for another game and another time.

Enjoy! Tell me what you think! Remember, this is a game that I threw together in a month. Don’t expect anything epic or unbreakable. 🙂

May Game Dev 011: Nearly there but gotta work out the kinks.

I’ve worked on it quite a bit, but I’m at a place where I think I should leave it.

I really don’t like the way the animations play out. Next time if I’m doing a fighting game, I’ll have to draw out all of the animations with sprites. I can see why it’s been done this way more often. Obviously 3d is a different story, but still the animation can’t be done with bones alone and look nice.

Tomorrow’s the last day. I’ll fix up a few bugs here and there and then post it. Not bad for a month’s work for a fighting game. It’s really a lot to think about in terms of hitboxes and interactions. Not as simple as you might think.

I think I’ll call it “Rag Doll Fight 1”

 

May Game Dev 010: The Start of a Game Controller

I’ve been working a little bit to get a main game controller and the text up and running to the game with a countdown timer.

So far so good!

Again, learning more about unity, and how easy it is to talk to each component and set things nicely. It feels like writing a web page… except better.

May Game Dev 007: Thinking about Collider States

Okay, so I’ve got some basic animations up and running for my fighter.

Now I need to start thinking about the hit boxes. When do the hitboxes deal damage? When do they take damage? What happens when the character blocks?

Speaking of blocking I need to make a  block animation and assign a button to it. That way I can have three proper states. I’ll also need to put in a quick health bar and script that takes care of health.

I also want to be able to turn on hitboxes so you can see them. This is good for debugging and it was also suggested by Mike Z in his presentation on how to make fighting games.

I want to try to cover all of the points in my game that he suggests, but it’s going to take time and my game will be a very simple fighter with no AI or Network gaming support. It’s something to add on in the future when I figure out how to tackle networking in gaming in Unity. Always learning. 🙂

I’ll try to get done what I can in a month. So I need to keep the scope narrow for this game. I can extend or rebuild later.

That’s all for now, I’ll be updating the blog regularly to track the game development.

May Game Dev 003: Sprites Or Bones?

It’s the first of May.

After spending hours animating a simple 3 frame idle stance, I decided to go with bone animation for the fighting game instead of the sprites. I want to get a good fighting system up and running first, and I realize that I don’t have much time to pump out all of the animations for each character.

Here’s the sprite animation. It’s not pretty, and it would take dozens of hours to get it right and make more in-between animations to get it to look right.

Rigged Bone Dummy

Rigged Bone Dummy

Time for bones? I think this is my only option to get a game up and running. I spent a few hours learning how to rig up a character, and it’s looking pretty nice so far! I can focus on the programming parts which will take more time. After that, I can switch out the sprites for the skin to make a new more appealing character.

So bones it is! YAY!