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Hey fellas, I have a number of updates I'd like to share.
First and formost, I've paused one game a week for the time being (I finished week #7 with Dodge Knight) since I'm working on a larger project with a super cool artist! I'll have more information about it soon, but for the time being you'll just have to take my word for it~ <3
Second, I have a Patreon Account now, even if you can't donate to it, make sure you give it a read, please!!
I'm not quite sure if the project will appear on Newgrounds or on Itchio. Flash has FPS issues and the game kinda needs to be played in HD
I'll figure something out, but for the time being take care~!
I'm an idiot who forgot that "Blamming" exists on Newgrounds. Been using the site for over a decade wow I'm an idiot. I'll start throwing all my failed games over at Itchio (LOL), I'll keep the premium goodness here though HEH.
(New game on the way, brace yourself).
What I Made
A trash memory game that doesn't even work.
What Went Wrong
This game has taught me how important design is early on.
When I started this game, I had the vaugest idea of what I wanted to do and how I wanted to do it. I didn't bother writing it down, or organising how I was going to go about implementing it. I've planned and I sort of decided to "wing it" and charge head-on full force into the project.
This was a very bad idea, especially since the kind of game I was designing depended on things like finite state machines.
Underestimating your scope and not planning at all isn't a very good idea.
What Went Right
The only thing that went "right" would be the color palette choice.
What I Made
Hop: Friend Ressurection was supposed to be a simple platformer but making it in just a week proved a lot harder, the framework I use to make games is called HaxeFlixel It has it's downfalls and it's kinks, but on the bright side it lets me build projects in .swf format, it can also build to HTML5, but as with everything that cross compiles stuff, it's pretty broken.
What Went Wrong
The main problem I had while working on this game was the level design, it was pretty tricky to make a platformer in just 7 days, I've never designed a platformer level in my life. I spent the time trying to draw a rough level layout on paper, and after that was done, I made it in Tiled Editor, and I added it in game, after spending a lot of time trying to tweak the controls to match the level I had landed on "Good Enough" controls, so I decided to not waste more time and just work on trying to make the level a bit longer, I did just that. Right now though, some people have complained that the level was pretty small, and I have to agree, honestly, it's not much of a game, If I was a bit faster I would've added possible threats and would have adjusted the level size, and the content in game.
Another issue I had while making the level was drawing tilesets. Honestly this is the first time I ever design tilesets, so making them look seamless took a while. Originally, I wanted to create tilesets with more color, but after trying, I realized that would've increased the scope so much that I wouldn't be able to finish it in a week. So I opted for a simpler style with only 2 colors that work well.
What Went Right
On the brightside, I managed to make a platformer in a week. I learned a lot from trying to do this, and I'm sure next time, my workflow will be more streamlined, It'll enable me to create levels quicker. I was surprised that a lot of people liked the aesthetic of the game, I spent some time polishing stuff up but I didn't expect people to like it that much. I learned that less is more sometimes, I'm sure it would've just looked generic if I went with my original plan of having a grassy level with grassy tiles.
I also got a bit better at spriting so that's a plus.
Overall I feel like this game was a success, just because I learned so much from it. Hopefully the next entry in the "Hop franchise" will be better, i've gotten a lot of feedback on it, and I've spent some time thinking about how I can perfect Hop's formula since it's more of a "Stop and smell the flowers" kind of game.
From now on, I'm going to start reflecting on all the games I'm going to be making in One Game A Week just for the sake of making sure I learn from my games, and not just blaze through them, that'd still probably get me experience, just not as much.
As you can probably tell from me blabering about it and posting about on my twitter and NG descriptions, I challenged myself to make one game a week. The reason I went through with this challenge was because I spent about a year or so learning how to program, and messing around and implementing small platformer physics and stuff, nothing you can really call a "game" more of a tech demo I guess, and this really made me feel depressed and awful, I thought for the longest time that there was something wrong with me, that I just didn't have what it takes to make games... but I was wrong, all I needed was a bit of self respect, and a deadline.
I aim to make really good games, so please make sure you help me out by giving me feedback!
Thank you <3