
Most of you probably know the feeling of being very excited about a project. Maybe you know the feeling of extreme letdown by the lack of response from others when your project is unveiled.
Over the years, I have written several games. Each time it is the same - excitement followed by disappointment. I will go on to say that most or all of my projects have been trainwrecks in one way or another. My earliest efforts are laughable at best... my latest efforts are... well, when was the last time I finished something anyways? :D
In this thread, I plan to dig up some of my old games and/or demos and post them. Hopefully it will be good for a laugh or two. Maybe it will lead to discussion about what may have gone wrong during development and what ideas are good/bad or otherwise. Then again, maybe this effort is as ill-conceived as the games themselves and this thread is doomed to die a horrible, but quick death followed by maggots and other creepy crawlers.
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Pseudopods: http://games4noah.sitesled.com/trainwrecks/Pseudopods.zip
At the time of development, I had just purchased a Vectrex and was excited about playing around with my own vector graphics. The game is heavily inspired by Jeff Minter's Grid Runner on the Vic-20. It plays like a mix of Robotron, Solar Fox, and Grid Runner.
So what went wrong? Well, perhaps the graphics are too simple? Maybe the collect the dot genre is way overdone? Maybe the flashing screen and loud music and sound effects are abnoxious? Maybe it's just too twitchy? Maybe it's not twitchy enough? Maybe it's just 20 years too late? Maybe it's a combination of all these things.
Even though it didn't get as much attention as I had hoped, I actually enjoy Pseudopods more than most of my other games. Maybe I should be content with that much and claim that I made it for my own interests and no one else's? Yeah, that sounds good.
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Lunar Harvest: http://games4noah.sitesled.com/trainwrecks/LunarHarvest.zip
I've always been a big fan of Centipede in the arcade. Lunar Harvest was my poor attempt at an update to the classic.
When I wrote Lunar Harvest, I tried several ways to make the centipede behave like it's arcade counterpart. I managed to get the movement working, but then I was puzzled at how I should approach splitting the centipede in pieces when it was shot. I eventually gave up on an exact clone and threw together the mess that you see here. The music is by Kraftwerk - that much I like.
So what went wrong? A clone should either perfectly simulates the original or follow the proven formula while providing new elements that improve or add interest to the original. Lunar Harvest does neither. There are far better (and far too many?) Centipede clones available.
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Little Bill (demo): http://games4noah.sitesled.com/trainwrecks/LittleBill.zip
This is my first attempt at building game with a custom platform engine. There were many things that killed this game. I have the attention span of a flea. Level design bores me to death. This is the reason that most of my games are one screen arcade-type games. You may notice that I've recycled many of the enemies from Lunar Harvest - I'm soooo lazy! The platform engine I built sucks. Perhaps if I had kept it more simple, I could have gotten something better running. I wanted the character to be able to run, swing from vines, hang from cielings, swim, climb, etc. As I added more abilities to the character, more bugs showed up in the character's animation. The screen size is probably a bit large while the graphics are a bit too small. I wanted each level to have something unique... a puzzle or element that was not to be reused in another stage. I became frustrated with the engine's bugs and got bored of building stages. Finally, when I updated to MMF2, I discovered that it no longer supports the drawline object which I used in many of my games. Rather than rewrite those bits of Little Bill, I abandoned it altogether.
I spent some time with graphics, effects, and detail for cut scenes for the game. Apparently the new version of MMF2 now has a recorder of sorts that will make making these sorts of cut scenes easy.
Press 1, 2, 3, or 4 on the title screen to skip stages. Also, I noticed that the .gam file is 666kb - spooky! :P
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Sk8 (demo): http://games4noah.sitesled.com/trainwrecks/Sk8.zip
This is little more than a demo. I used to play a lot with the line object for vector graphics. There is no score and the stage never ends. Simply skate while avoiding obstacles.
I enjoyed playing with the collision detection. There is a pseudo 3D effect going on, I tried to think of a way to make it so that objects overlap, but so that collision is only detected when they are in the same plane.
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Yar's Attack: http://www.angelfire.com/indie/mojofltr/games/attack.htm
This was my lame attempt at a prequel to Yar's Revenge for the VCS. At first it was one stage (now stage 3). I drew inspiration from Moon Mine, an old speech enhanced game on the TI-99/4a. I also experimented with popping score graphics - inspired by Tempest 2000. When I was satisfied with the gameplay on that stage, I decided to "enhance" the game by adding two new (read: "half-baked") stages to vary up gameplay. Looking back, I really think I should have continued developing the one screen so that the game became more intense and varied as the player's score increased.
Lessons learned: Stick to one genre. Don't make sequels or prequels to other people's games and your game won't be compared and judged against the (most often far superior) original.
This version of the game requires Clickteam's Vitalize browser plugin. I'll have to see if have the original source for this one on a cd somewhere.
(Note: I'm surprised this angelfire page still exists! I don't even remember my old password! I wonder what else exists in those directories! I wonder if any of my old geocities accounts are still active. :/ )
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Solomon's Shrine: http://www.angelfire.com/indie/mojofltr/games/
This is the first game I ever made. It's also probably the worst. :) I ripped all of the graphics from the original Solomon's key games - I discovered soon after that the Klik community doesn't look to kindly on people who steal graphics. I used Klik N Play's default platform engine. One level is almost entirely a recreation of a level from the original game.
So what is the point of this game? There is no point. It is only significant in that it is the first thing I ever put together with a Klik product. It is to blame for everything that came after. Curse Solomon's Shrine!
This version of the game requires Clickteam's Vitalize browser plugin. I'm pretty sure I don't have the original source or a standalone binary anywhere.
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Ball (demo): http://games4noah.sitesled.com/trainwrecks/Ball.zip
This demo was my attempt at creating an interesting engine for a puzzle platformer game. I rather like the mechanics of everything except probably the hopping ball power-up (which uses the default platform movement in MMF). I had plans for at least one other power-up which allowed for free control over the ball - as if it were untouched by gravity. I fancied the idea of replacing the ball with a little moon man with a jetpack. Unfortunately as soon as I got the demo to a playable state, I remembered that I despise level design. I dropped the project as quickly as I began.
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Pixel Man, JIG Castle, and a couple of abandoned demos:
Last summer, I began working on a series of mini-games to give as a birthday present to Jay Bibby of www.jayisgames.com . The idea was to have five or six small games assembled with a Gameboy-like skin. The graphics would be kept simple to give them that monochrome gameboy feel. Why? I don't know, really... it seemed like a good idea at the time.
Pixel Man: http://games4noah.sitesled.com/trainwrecks/Pixelman.zip
This is a lame attempt at a Super Mario Bros clone without a lot of the features that made Super Mario Bros good. I was trying to keep gameplay simple so that I could quickly design more miniature games for inclusion. The result is less than desirable. Conclusion: Quantity < Quality. Don't rush game development so that you can flood the internet with crappy games. Pixel Man's only quality is the music, which was produced by Maniacs of Noise.
JIG Castle: http://games4noah.sitesled.com/trainwrecks/JIG%20Castle.zip
This one is a bit better than Pixel Man. It is a dungeon/puzzle game with features similar to The Adventures of Lolo or Zelda... :) Again I was faced with the boredom factor when it came to level design. Luckily, the game is short and the screen is small, so this wasn't too much of a problem.
The player movement is not as smooth as I had originally intended. There was a rather major bug that made it so that bridges didn't appear when pushing a block into water. I changed the movement to adhere to the grid which helped, but didn't squash the bug altogether. Again, the music is by Maniacs of Noise. Also, I was rather pleased with the enemy's AI.
untitled (racing demo): http://games4noah.sitesled.com/trainwrecks/road.zip
This didn't get too far into development before I became frustrated. I lost one of my older demos which had a rotating VW Bug graphic I had drawn and I wanted to recycle. It probably seems silly, but I was much too lazy to make another and so I quit developing the game. A few months later, a friend from the Atariage forums PM'd me with my old demo, so I have the graphics to finish the game if I ever decide to resurrect it from its untimely ashes.
The demo shows the way the road would have been drawn and is controlled with the cursor keys. Of course, this would have eventually been controlled by the game itself and the cursors left to steer the car, but I was still testing when I abandoned the project. It is as it is and as it is, it is a piece of poo.
untitled (time competition demo): http://games4noah.sitesled.com/trainwrecks/time.zip
In the forums over at The Daily Click, there was a 2 day competition to create a game with a "time" theme. Unfortunately had to work that weekend, thus adding an even greater time restraint (no pun intended). Still, I really wanted to participate... this is as much as I was able to muster in the time available to me.
I had hoped to get a Defender/Choplifter thing going on with maybe a bit of HERO. The idea would be that you had to fly into the site of a volcanic disaster and rescue the inhabitants therein.
As you can see, I didn't get very far before the competition was over. There is no volcanic danger, inhabitants to rescue, nor is there any point to the game's existence at all. I spent way too much trying to get that GPS system going... and even it is horribly implemented.
Since the competition, I believe I've worked out a better way to do GPS using the Viewport object in MMF2. Maybe one day I'll return to this project or do something similar. Till then... take a bite out of this horse apple. :)
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Up next: Probably more unfinished garbage that no one wants to see anyways. :P
Oh don't worry, I will be
Oh don't worry, I will be judging these chrono-nuggets very soon. Kindly keep them coming!
I wish I knew where my old games went - most of them were lame, incomplete attempts to recreate the movie Goldeneye. I think Rare probably did a better job.
I understand the frustration
I understand the frustration of lack of attention -- what is a small indy game but an attempt to make some cool little toy and say "HEY LOOK AT THIS!"
So here's some feedback on each title. I admit I used the standard web short attention span approach to most of these.
Pseudopods:
For me what was wrong is I had no idea what the hell was going, or what I was supposed to do. This might be the kind of game where you want to build up to it level by level maybe, adding elements each time? Nice graphical theme though.
Lunar Harvest:
Again, while I could recognize the Centipede bits, it was all a bit to frenetic for me to get a handle on why or even when I was dying.
Little Bill:
The graphics style is really compelling, I like the "little people" vibe it has going on. I really appreciate the ambition of this... something about your description of all those interactions reminds me of that one old Atari 8bit game, Journey to the Planets.
SK8:
Once I got the right DLL I still got a "can't open file"?
Yar's Attack:
Nice, I liked the role reversal. Couldn't get to another screen though?
Again instructions would've been nice.
And preserve this stuff! Put it all in one place, and then backup that place!!! ;-)
(Wouldn't be shocked if SpindleyQ were more than happy to oblige)
Solomon's Shrine:
Couldn't see this, though I had the vitalize plugin... do I need to allow (@#$@#$&@$) Angelfire popups?
Ball:
Control was kind of odd. I got the first powerup, but that was it.
PixelMan Jay:
(had to cut and paste the URL, link is busted) Again, really dig the art and music. The "can't run back" aspect, and exageration of one of the classic SMB features, is distinctive.
Quit being so down on your minigames for not being the be all and end all! Well, maybe you're more ambitious than me, but if I provide 30-60 seconds of amusement, especially w/ an attractive style, I count that a solid small win.
JIG Castle:
This one feels like it has the most potential to be a "real" small game. Its in that mode where it's not just a puzzle game (I think, maybe I just wasn't smart enough) you have to be pretty deft. But it's too bad you don't enjoy level design, some of these are pretty good. (I only got to level 2 though :-)
racing/time demo
not bad. I liked the pseudo-LCD effect of racing, maybe it would be better if the frame was less cartoony.
The copter game is nifty as well.
Some of your games are a little light in the physics department... jumps that are just constant speed up, constant speed down. I know some of that goes w/ the tools you're using, maybe. But I'm a big sucker for physics anyway.
I liked the GB theming going on there too...I think, much like Pizza Time's pixel style, it has a certain unity to projects.
reply
Pseudopods:
The goal of pseudopods is similar to Solar Fox... collect the white flashy dots to progress to the next stage. Shoot the squares that relentlessly come for you. Occasionally a detonator (flashy x-like) power-up pod will surface. Pick it up and carry it to one of the enemy spawn boxes. This will set a trap and the next cannon to brush by the spawn box will be blown to bits. When you successfully blow one of the cannons up, another power-up pod (4 cornered star) surfaces. This charges your superzapper - triple fire power! Later in the game there are other pods speed/slow your ship, etc. When you successfully retrieve all of the white dots, a black hole will appear. It's best to steer free of it and shoot the Pseudopods so that they no longer withstand the black hole's gravitational force and are vaccuumed inside.
Actually each stage does change slightly as you progress. I believe in stage 2, the dots are no longer stationery and can be bumped/moved by the enemies and bullets. I forget the order, but one stage has no walls and you can travel from one side of the screen to the other. In Another stage, the Pseudopods and Squares are several times bigger. I forget if I left it in or not, but at one time on stage 8 or 9 all firepower left a permanent trail on screen which ended up being kind of psychedelic, but also added some distraction and difficulty to the stage. Yet another stage has tons of speed up/speed down power-ups which makes it more difficult to focus on retrieving dots as you are trying desperately to maintain control of your ship.
Unfortunately, I'm not good enough at the game to get much past stage 3. Often I don't get past stage 1. :D
Lunar Harvest:
There are many things I would change if I still had the source. For one, the respawn with the right mouse button has always bothered me. I've never not known why I died though. :/
Little Bill:
I'll have to look up Journey to the Planets.
I've been thinking more and more about returning to Little Bill and rewriting it with MMF2. A lot of the pixel art is already done, and I think I've gotten more familiar with the game making software over time. Of course, I wouldn't have the line object to work with *sniff*, but earlier today I thought of an easier way to do some of the things in the game with out it. I really wish someone would just port the line object to MMF2. :P
SK8:
I'll check the file when I get home. I may just have to build another archive with the correct dll in it. The dll has changed a few times over time, so I'm not too surprised that the one you downloaded doesn't work.
Yar's Attack:
Bummer that you couldn't get past the first screen! Stage three is the best of the three stages. One odd thing I did with Yar's Attack is made the stage go on until the midi ended. Maybe you just didn't play long enough?
Solomon's Shrine:
I will make a backup of the Vitalize junk and put it somewhere else. The pop-up is my fault. I wrote the html that way for some dumb reason.
Ball:
Only the first power-up? The first power-up really sucks actually. The others are what would have made the game interesting. :(
PixelMan Jay:
Sorry about the link - maybe I'll fix that... or not - I'm lazy.
JIG Castle:
I could actually go back and add to JIG Castle or do a sequel. It's much less a puzzle game then a frantic, be faster/smarter than the computer AI player. :D One level is just mean, but you have as many lives as you can kill off, so I didn't feel too bad about leaving it in. :)
Racing/Time Demo:
I made a bug graphic for Batari's Buggy game, but Nathan Strum's graphic suited the game a lot better. If I ever return to this project, I'll probably use it instead of the stupid temp graphic that is in there now. I don't have a .gif and I'm not at home or I would make one, but at the time I made the graphic for Batari, I built a small demo to show how it might look in his game. (It's very simple, I only spent a few minutes on it). http://games4noah.sitesled.com/buggy.zip
Thanks for your kind comments.
I haven't had much time to
I haven't had much time to look through your stuff -- in addition to my day job and fatherhood, I'm also rehearsing 3 hours every night to be in a production of Cats -- but I did want to post to say that this is an awesome thread and to thank you for sharing your personal trainwreck history. I very much look forward to delving into it!
I don't have time to do a full rundown of my teenage work, but I can't believe this site has gone on for as long as it has without me mentioning my Grade 10 Magnum Opus, CatSmash, which, while it had no gameplay, at one point had network support. If fullscreen doesn't work for you, drag any file onto CatSmash.exe to run it in a tiny window.
Full screen it was fairly
Full screen it was fairly rhinocerous. The tiny window mode left a little to be desired :
What language was it in?