April 4, 2015

Murder Island Update #4

Note: I'm still look for some feedback for my Murder Island demo, so if you would like to play the game and tell me what you think that would be awesome! You can email me ( team at sharkarmstudios.com ) and I'll send you the demo.


It's been a while since I posted an update on Murder Island. Since the last post I've mainly just been testing the demo and making changes to improve it as much as possible.

Here's some of the major design changes I made to the demo since last time:
- New stats: aim and spirit.Aim affects ranged items like guns and spirit affects mystical items which rely on the user's spiritual power.
- Items now have a stat type. The stat type affects the base damage of the item and also which stats level up.
- Units now have item proficiencies. The more they use a type of item the higher their chances of success with that item type when used.
- Food and item gathering no longer relies on a roll for success. If a unit searches for food or items they are always successful.
- There now 3 different ways to run from battle. Regular, desperate (higher run chance, drops item), and extreme (always runs, must sacrifice a unit).


I now finally have the game at a point where I'm pretty happy with the main design of the game. So I've started moving on and adding in the rest of the content of the game. Since the demo contained the first island, I have the remaining 3 islands to add content for. At minimum I am planning to have 10 enemy types, 1 boss, and 8 special areas for each island.



 I'm planning on spending one month per island to create all the content. It's finally starting to feel like there is an end in sight for this game. Whenever I'm focusing on just creating content it makes it feel like the game is coming together really fast. I've already got a good amount of the content for island 2 created. Here is a sneak peak at some of the map tiles.


That's it for now. Check back for updates!

-CURT

November 5, 2014

Murder Island Update #3

Time for a Murder Island update.

 I finally managed to get the demo finished. Or beta. Beta demo. Maybe alpha. I'm not sure what it's called, I'm not very good at knowing what the version names mean. Right now I have about 25% of the game completed in terms of content. You can play from start to finish of the first island. Now that all of the elements of the game are in I can finally test the game as it is supposed to be played with all the different components working together. My goal now is to continually play test and update the game until I get the feel of this first section of it exactly how I want it. My main focuses will be on the design of the game (fixing the rules of how everything works), balancing, and fixing the user interface (it is so bad right now!)

So here is the updated version of the map. I now have in some actual graphics instead of only colored squares:

I also added in some special locations you can find besides the standard plains, forests, and beaches. You may come across helicopter crashes, hunting cabins, ninja dojos, and other places where you can find unique items and events that may help or provide extra challenges to you along the way.

I also added in an intro sequence that briefly explains the story behind the game and states your goal. Here are a couple of my favorite panels from it:





Ok, well that's all for this post. Check back for more updates.

CURT



August 27, 2014

Murder Island Update

Well it's been a while since the last Murder Island post and a lot has changed. I've got a lot done in the last couple months and I'm probably a few weeks away from having a demo version of the game ready for testing. This would have about 25% of the full content of the game.


This has been a very difficult game to make because it relies so heavily on the specifics of the design. All the aspects of the game are meant to work together so it's impossible to truly test the game until all the components are there. I started to lose steam working on this for a while until, a few weeks ago, I decided to focus and get a demo version of the first island complete. I wanted to be able to finally test out the game play elements and decide if this game is worth completing.  So after a few days of just focusing on getting a completed version, I started to see the game finally come together and I'm happy with how it's turning out. I can finally play through the game and see how all these elements work together. My inspiration for the game has been returned and I've been working on it non stop. Well, not completely non-stop, I still like take showers and eat and look out my window and stuff.

This game has also been difficult to post about because a lot of the work I've been doing is behind the scenes stuff and not really that exciting to post about individually. There's not too many exciting graphics or anything at this point. A lot of it is still using my placeholder graphics. There are a few cool things though.

My favorite graphical part so far has been the face generator. Every time you play the game you start with completely new characters. I created a face generator to create a random portrait for the character based off of a series of face components I drew separately. Here is an image of some of the possible faces put together in a single image:


Click the image to see them at their full resolution.

Items in this game are a very important part of the gameplay. So far I have about 80 different items in the game and most have multiple uses. I wanted to make the line between good items and bad items a bit blurry by giving items positive and negative effects. I'm hoping this will change the item's value and usage based on the context of the situation. For example, a flamethrower deals a lot of damage and can catch the person on fire, but it also cures you from things like ticks or fleas. So it may be worth using on your own character if you need to get rid of an insect infestation. If a character gets rabies and starts attacking his teammates it might be worth it to smack them with a baseball bat and knock them out until you can find a way to cure it.

All the current items in the game:


Another part of the item design that I really like is their ability to affect the overall world. Guns are some of the best weapons in the game, but firing them during a battle may cause the danger in the region to increase from the loud noise.  Also, things like bombs and explosive weapons can cause the food and items in the region to decrease from the explosion. So if you are running low on food it might not be a good idea to go around blowing everything up with grenades.

Battle. Click for full resolution.



So that's all I'm going to write about for now. I'm going to have a testable demo version completed very soon so let me know if you would like to try out an early version of the game. I'm going to need a lot of feedback for this one. Stay tuned for updates in the following weeks.

Curt


February 2, 2014

Murder Island Intro


Welcome to the island of murder. A place where all living things must come to an end by way of MURDER. This island is not just surrounded on all sides by ocean, but it is also surrounded on all sides by death. Only at the end, when the boundaries between life and death are closing in, will you understand the true meaning of the MURDER ISLAND.

Murder Island is a game I've been working on for a little over a year now, on and off while I wasn't working on other things. It's a game about a group of prisoners surviving on a dangerous island. A murderous island as some would call it. It's an island that scientists have been using as a test environment for their strange living experiments. Now they are ready to see how their newly crafted creatures will interact with humans for scientific purposes. And maybe just a little bit of entertainment.

You play as the group of prisoners who have agreed to participate on an experiment on Murder Island in exchange for their freedom. There's only one catch: they must survive the island. You start the game being dropped of on the beaches of the island with the goal of reaching the radio tower to call in for help. If you can make it there alive, the prisoners will be free to return to society.

The game plays as a sort of simulation/strategy/RPG hybrid. It's kind of hard to describe in terms of genre so I'll just list some of the major influences I've had on the game:

Console RPGs
Roguelike Games
Final Fantasy Legend II
X-COM
FTL: Faster Than Light
Oregon Trail

The two main aspects of the gameplay are managing your group on the main map and managing your group in combat.

Here is the main map:


(work in progress images)

From the main map you have the option of moving the group to a different region or taking individual actions for your group members. The individual actions include things such as scouting ahead, searching for food & items, resting, and things of the like. After the actions or movement is taken, there is a chance that monsters will attack the group based on the region's danger level.


Here is a battle screen:


In the battle mode, the group may choose to either try to run or face the monsters in combat. If you choose to run, you will run the risk of losing valuable food and items that you may need later. If you choose to fight you will have each of your group members choose an action based off of the current items they are carrying. Each item only has a certain number of uses so it is important to not waste your supplies. In addition to combat, an item may have a particular map action that is also helpful. Like a bow and arrow can also be used to hunt for food.

Another battle screen:


The monsters you face were created from the scientists experiments of fusing animals body parts together. In the game, the enemies are built randomly from a pool of body parts, so they are different every time you play the game. Each body part adds different abilities and stats to the monster, so looking at it's individual body parts will give you an idea of what you are up against and what you can gain for defeating it.

After each action taken, the game timer increases. At the end of each day, every member of the group must eat, or they will die. If all group members die you lose the game.

That is about it for the basics of Murder Island. There's more I want to get into, but I'll save that for a different blog post. I'm going to try to keep an active log for the development of this game from now on. So check back for updates!

CURT


January 17, 2014

Duck Pond

This is a small 48hr game I made for Ludum Dare 28 in December. You play as a mother duck who has to hatch eggs and protect her ducklings from danger. You gain points for keeping your ducklings alive and the more you have alive at one time the more your score increases.



Download Game

Download Source (C++)

Contest Page


I'm considering expanding this game into a 4 player game, but I'm currently working on a lot of other things right now first. Still planning on making a post soon about a bigger game I've been working on, but I just haven't gotten around to it yet!

CURT

December 9, 2013

2 New Games, Update, and Dedication to Post More

It's been a while since the last post, so here's a bit of an update on the games.

I finished 2 new multiplayer games. They are local 4 player games based around a simple game mechanic. I'm planning on releasing a collection of at least 3 of them together in a game pack for Windows and Ouya. I tried to do something new with each of them, and I like how they turned out. Here they are:

Icemen:

(click for full image)

A game about climbing to the top of a mountain and collecting the most  gems along the way. This one is a resource management game mixed with a fast paced racing type game. You have to collect gems to get points to win the game, but you also must collect resources (ice picks, spike shoes, bridges) to make it to the top. There are two types of obstacles: walls and slopes. To climb a slope, you use your spike shoes. To climb a wall you use ice picks. If you don't have any of a particular resource you can't get past the obstacle and make it to the top.

Human Fall:

(click for full image)


This one is a skydiving game. I was inspired by an Atari 2600 game, Sky Diver. You try to land your sky divers on the platforms and score points. The first person to land on a platform takes control of it and gets half of the points whenever another player lands there in the same round. There are also obstacles such as AA guns, blood thirsty birds, and giant water snakes that try to kill your sky divers. You can also knock another sky diver out of their parachute by running into them on the way down.


Other stuff:

- We released the Chicken Bandit on Ouya.
-  I modified my engine so I can now run my games on PC, Mac, Linux, Android, Ouya, and iOS
-  I've been working on and off for about a year on a new game (I'll make a post about it soon.)
-  Ludum Dare 28 is next week and we are planning to make some 48 hour games for that.
-  We're updating Fins & Flippers with plans to finally release it on PC and Ouya .

I'm planning on keeping this blog updated more from now on. I'm going to make a new post once per week to help me keep track of all the stuff I'm working on.

-CURT

August 25, 2013

Lean Mikey's Mega Muscles with Lean Mikey

I just finished a new 48 hr game for Ludum Dare 27 with the theme "10 Seconds." It's called "Lean Mikey's Mega Muscles with Lean Mikey"!

Help Lean Mikey make an instructional home video on how to build quick muscles to impress the ladies. Take Mikey through a series of exercises and activities to maximize the number of ladies you impress.




Give it a shot!



-CURT



July 14, 2013

Farm Dog

I just finished a new game for the GameBoy Jam! The game was made using the screen size and color restrictions of the original gameboy, like our other game, City of Doom. And it only took about a week to make!
 

You play as a farm dog named Scruff who is tasked with protecting the farm's crops and cattle from wild animals. To do this you must guide your rifle-wielding, mostly-blind, owner to aim his gun and blast the invaders away.

 Download

 

Entry Page 

 

Source

 

-Curt 

February 26, 2013

The Chicken Bandit out now on iOS!

The Chicken Bandit is finally out for iOS! Get it on the App Store today!


December 17, 2012

(Tie One Woman to a Train Track and Suddenly) I'm the Badguy

This past weekend was Ludum Dare, a 48 hour solo game making competition. Nate and I have never entered before but this time we both managed to make a our own game.

The theme was "You are the Villain." I decided to make a game about being an old timey villain who ties women to train tracks.

The first 24 hours were pretty slow and I didn't have a lot of confidence in my idea, but I eventually picked up some momentum at the end of the first day and finished strong. I'm really happy with how it turned out.

 The game is called "(Tie One Woman to a Train Track and Suddenly) I'm the Badguy". Get it on the ludum dare page.


Original 48 hour version:

Download Page

Direct Download

 

Updated version (with full screen):

Download


Let me know what you think!

-Curt

October 24, 2012

Fins & Flippers XBox

Fins & Flippers for XBox 360 is complete! We aren't releasing the game on xbox quite yet but everything is done. We also submitted the game into the Independent Game Festival 2013!

October 16, 2012

Fins & Flippers Xbox Nearing Completion

We're almost done!


October 2, 2012

Fins & Flippers Art

Here's an awesome Fins & Flipper's painting by the great Vinh!



Click here for the full size image.

September 8, 2012

Comrades Milestone 3, Milestone 3.5, and Update

Comrades Milestone the Third

I reached milestone 3 for Comrades a very long time ago now (it's been over a month since my last update!) The third milestone mainly consisted of the world generation. Here's what was included in the third milestone for the game:

-4 zone types
-2 enemy types for each zone
-random spreading of each zone throughout world
-unique tileset for each zone
-barriers and blockades between areas
-treasure boxes and items generating in the world
-basic weapons and items



 Comrades Milestone the Third Point Fifth

I have not yet completed the forth milestone, but I'm about half way there. I haven't made that much progress lately thanks to a few new things that popped up (more below). Here is what I managed to complete so far with the 4th milestone:

-Dungeon generation
-Gates between dungeon worlds and the overworlds
-3 basic soldier enemies: solider, soldier attack dog, soldier robot
-Dungeon paths created from start to end
-Rescue prisoner at end


  

Update

I'm putting the Comrades project on hold because of a couple of projects I need to finish first. The main project we need to finish within the next month is the xbox version of Fins & Flippers for entry into the Independent Game Festival. It is mostly complete but we want to add in some polish and a little bit of variation in gameplay.

I've also been working on some new, and updated versions of my game engine. I'm working on a new version of my C++ engine (using openGL and SDL) that will hopefully be a lot better written and easier to use. I'm also making this version of the engine much more portable to other platforms.

-Curt

July 23, 2012

Comrades Milestone 2

I hit the second milestone on Comrades a couple of days ago. Things are going smoothly. The second milestone was mostly item based stuff:

-equipping items
-using items/weapons
-enemies dropping items
-treasure boxes
-attack rolls for weapons
-inventory menu
-picking up and dropping items
-animations for movement between tiles

Screen shot of the inventory menu:


Next up is adding in more detailed world generation.

-Curt

July 13, 2012

Comrades Milestone 1


I reached the first milestone of the game that I'm working on solo, which I'm calling "Comrades" for the time being. Nate and I have decided to each make our own games where we will do both the coding and artwork for completely on our own. Nate's game is the Arctic Space Monkeys game which you can check out on the post below.

The game started as me wanting to create a game like Zombies Ate My Neighbors that uses some rougelike elements (the name "Comrades" comes from the joke name "Mutants Ate My Comrades" which I was calling it at first.) I was having a hard time figuring out what I wanted the game to be, and when I didn't like where it was going, I changed it completely. Now instead of a real time shooter, its a turn based rougelike.




I wanted to make a rougelike that uses more exploring instead of starting at dungeon floor 1 and going to the bottom. So for Comrades, I created a Zelda like overworld that the player explores in. The overworld itself is not meant to be too dangerous, but it contains the dungeons that the player is trying to find. I'm planning on having three dungeons that the player can go to in any order.


 
So I hit milestone 1 today, which is the most basic bare-bone version of the game. I started doing milestones in projects, with each milestone being a complete game (you can win or lose.) The first milestone is obviously the most basic version of the game. I like setting up check points this way because then you can make sure you get all the essentials in the game first and then built up all the cool details along the way.
The first milestone has:

-3 types of enemies
-enemies can kill you (lose game)
-you can kill enemies
-basic level generation
-3 area types
-basic enemy AI
-rescue survivors (win game)

So now with the first milestone in place, I have the basic system ready and I can start adding some cool stuff in. For my next milestone, I will be fleshing out the procedurally generated areas a bit and adding in new weapons and items for the player to find and use.

Check back soon for updates.

- Curt

July 8, 2012

Arctic Space Monkeys- Preview

I started a game for the "A Game By Its Cover" Competition.  Here's a work in-progress teaser image.  The game is sort of a sped-up rts-tower defense featuring Arctic-Space-Monkey's engaging in Guerrilla/Gorilla warfare to protect their home land from invading space colonists.

                                     
-Nate

June 18, 2012

Comrades

We've been trying out ideas for our next game. Currently, we're working on a small prototype of a Zombies ate my Neighbors / Zelda like multiplayer co-op game. Here's a really rough sprite mockup and an animation showing some very early gameplay.



May 24, 2012

BecauseWeMay Sale!





 The Chicken Bandit is part of the #Because We May sale that went live today. Check out the website to find some great games on sale for lots of different platforms!

May 1, 2012

Fins & Flippers Gameplay Video

I finally uploaded a recording of a Fins & Flippers game. Since I have a bunch of usb controllers now, I made the game accessible to 6 players in 3vs3 mode. Check it out:




This is probably one of the few times in human history that 6 people were playing 1 game with 6 controllers on 1 screen at the same time.

The awesome music belongs to Buskerdroid.

Curt
 
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