My Own Little Game Jam!

Hello Everyone,

I want to start off by apologizing. I know its been awhile since I have posted. We have been incredibly busy with all of our projects. I’m very happy to inform you that Marty is very near completion along with another game I have not really spoke about yet. Both are of great quality and I think those who have frequented this site will be happily surprised. All art assets are finished for both games (cut scenes polish and all) and are being tweaked to perfection by our very talented coders.

Since I have finished up most of my own work I have decided to have my own little game jam over the weekend. The idea is I have to design, do all the art and code a game by myself by Tuesday. So as of now I will have 3 days. Why am I doing this you ask? Well mainly because I haven’t released a game to the public in awhile and I want to prove that I still have it in me. I want to show everyone that I haven’t forgot about them and I strive to make awesome games. My goal here is to make something fun and engaging yet do it in a timely manner. Its quite the challenge but I have a lot of faith I can do it. I will try and update as much as possible during this period so you guys can kind of enjoy the journey with me. But that may be unlikely since I will be trying to get a nice game done in just a few days. So if not I will update everyone come tuesday when I wrap everything up.

For now im going to give you guys a sneak preview of some of the stuff we have been working on here at Iconic Games. Even though the video quality is a little low I do think it will show we have all been hard at work.

Marty Previews:
Loader & Start Screen w/ Audio
Intro Scene

Psychic Arrow Previews:
Intro Scene
Start Screen Preview

Fun Little Physics Game In The Works:

Anyways that’s it for today. Thanks so much for reading and feel free to comment below. I will update you guys about my own little game jam when I can.
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FGL 48 Hours Competition

Hello Everyone,

Just thought I would drop by with a quick update. Some of you may know, but for those of you who dont Peter (Iconic Games Coder) and I entered the FGL 48 hours competition over the weekend. We had actually been pretty excited  since we first heard about it and hoped it would give us both a chance to work out of our comfort zones and on a heavy deadline. (we have never worked under this kind of pressure before) I personally was hoping for a new and interesting game idea and  knew we would have to think outside of the box with FGL staff selecting the theme and also whatever restrictions they may have had.

Day 1:

Since the competition began at 7pm Peter worked on our editor and added the export capability while I finished up a scene for Marty.  After working most of the day Peter informed me we got the times wrong and we were actually getting the theme at 6pm, not 7 (about an hour away when I found out). So I finished up work with Marty for the day and we both anxiously discussed details. We also took the time to ponder what the theme could be and possible routes we could take. Needless to say I was pretty much waiting to decide all that once we get the theme and restrictions.

I also spoke with the Iconic Games sound artist Daniele aka Sound Tricks prior and thankfully he was willing to participate. So that was  a major sigh of relief knowing he was supplying some awesome sounds/music.

After much anticipation we finally got the theme/rules and were now ready to begin discussing what we could do. Below I have posted a section of the post.

Contest Rules:

  • 48 hours to create a game
  • Game must work on fgl.com
  • Flash (AS2 or AS3), HTML5 or Unity is allowed.
  • Libraries and languages must be declared with entry
  • The theme needs to be central to the game

Game Rules

  • Mouse Control Only

Theme
Three words, no more, no less. Any three words you want, as long as the first word begins with “F”, the second word begins with “G” and the third word begins with “L”.

We were still pretty excited and jumped right to work. There were lots of ways to use FGL and the possibilities felt endless. I think one thing that may have slowed us down was the fact that it was mouse controls only. Over the next few  hours we shot out ideas back and forth. Just when we felt like we had something it quickly evaporated as we ran into time issues or a development problem with the game. Some ideas we had were; a fast paced super hero game where you had to save people, a fast paced super villain game where you had to destroy everything, launcher game ideas, shooters, collecting games and stacking games. There were definitely a lot more but that’s all I can think of at the moment.  This process ended up being a lot harder then we had anticipated and easily wasted a lot of time.

I dont even remember how we stumbled across our final idea but we went into it not as motivated as we should have been. We really just needed to do something at this point and we thought it looked doable and knew no one else would do anything like it. We decided on Frantic Guardian Latamere as the name of the game.  So Peter signed off because it was around 5AM in his timezone (must have been exhausted) and I got to work. My first target was to create the hero. Although it seemed simple I wasted waaay to much time here. I went through 4 complete designs and then decided to just start over.  It had been almost 5  hours since Peter had logged off at this point. It was now about 4am and my motivation was almost gone and I was becoming delirious so I hit the hay knowing I would start over in the morning.

Day 1 Continued:
I awoke about 3 hours later because my 2 wonderful children had just woke up and wanted me to feed them and change there diapers. Not the best way to start the day with a deadline looming over your head.

After a few hours raced by I managed to get myself back to the computer and finally started work again. When I glanced at skype I saw that Peter messaged me about 15 minutes after I went to bed so I knew he had been hard at work for awhile and I needed to get some work done. This time I did something I wanted to do originally but didn’t  because I was afraid of the time it would take. I did a zelda styled top down view of the hero and luckily it turned out better then I imagined.   Only down side to this style is that I have to draw the hero 3 times and animate him 3 times because of the 3 different view points needed (front, side and back). This looked better but was also very time consuming. The original character was a front side view, but it just didn’t look right to me.

Once the character was designed I felt a lot better about the game and started working on the environment. To my dismay Peter did not happen to like the world art because it didn’t fit with the game. So after doing and redoing it I realized maybe we were not understanding each other. So after a long discussion we were now on the same page. At this point I had designed the character *not animated* him and had a bunch of level art we couldnt use.

End Of Day 1

I then began to animate the character which dragged on to about 7 am. Both Peter and Daniele had went to bed and awoken at this point and I was running on fumes, but I felt I needed to get something definite done to  make some real progress. Once I managed to get the character animated I passed out next to my wife on the couch.

About 3 Hours Later:
I awoke again to two screaming children who were hungry and needed diapers changed. At this point I felt like I couldnt do it but I managed to push on because I knew Peter and Daniel were relying on me.

Once the kids were taken care of I jumped straight to work and edited some art my Wife (she is also an artist for Iconic Games, but she has been working on her own stuff lately)did so it would work with our game. I’ve got to say without her help I don’t know if we would have been able to finish. She really did a good job.  After that it all kind of just blends together. The hours just flew by and I was trying to do everything at once so we would have a game to play. Things were getting done but it felt like I was going to slow and with the digital clock at the bottom right hand corner of my screen it only made me more nervous.

As time flew by I managed to finish all the art about 45 minutes before the time ended, but now I had to go through and prepare all the art for the game editor (no levels or anything were even designed). I managed to do that in about 10 minutes and then Peter told me I was missing a couple things so I had to finish that up as quickly as possible. Now at this point we only had about 30 minutes and we still had to design rooms, put content in them, upload the game to the site and post it to the FGL contest thread. So feeling rather drained Peter asked me to prepare uploading the game while he did the levels ( a job I typically do, but I was honestly happy I wasn’t doing them because I was completely scatter brained). It took me about 20 minutes to write a decent short/long description of the game. Just in time for Peter to upload the game to dropbox so I oould upload the game to FGL. I tried to quickly submit but for some reason it made me put a game image. Which managed to slow me down because Photoshop wouldn’t open.(so I was freaking out) It did manage to open though and I posted the game to the site and in the forum. With about 2 minutes to spare Peter uploaded an updated version of the game with sounds in.

Contest Ends:

I really just couldnt believe we made it. Also the feeling was a bit surreal to realize the first time to play the game was about 5 minutes before it was uploaded for the contest. I had only slept about 6 hours in those two days and was completely exhausted. I know Peter and Daniele both felt the same.  That really showed me I can trust these guys and honestly there the only people im really happy to work with.

Daniele had done all the games music and sounds, not to mention he had also sacrificed sleep and worked faster and harder then I have ever seen him do  before. He really impressed me. Something that was pretty funny was that after the dust had settled and Peter and I were celebrating Daniele messaged me with the menu music thinking we still had another hour. He was disappointed when I told him it was to late but without it he did a phenomenal job.

Courtney , my wife, had actually helped me with a lot of the game art and without her I am not positive I would have been able to finish the project. She really did an awesome job and I feel bad because both me and Peter were incredibly hard on her.  We kept having her redo art and complaining so it doesn’t surprise me that she left me to do it myself a couple of times, but in the end she helped me finish the game up and did an awesome job.

With this project Peter was a miracle worker. That guy moved like a cheetah on the hunt and destroyed this game. Really the best coder I have EVER worked with.(with this project and all of our ones before) I am normally the one to take the lead but he was definitely the one leading us this time around.  He had put together the frame work for our editor prior to this and coded the entire game in 48 hours not to mention put together the actual game and added all the sounds/a lot of art all in the last hour. I still have no clue how he did it.

Final Thoughts:
I am just incredibly happy that we managed to finish the game. It was a ton of work and all of us went without sleep but we have the basis for an awesome RPG.  And trust me we have plans to expand, polish and make this into a full fledged adventure RPG.

I went into this thinking we could come up with a good idea and turn it into an even better game once the competition was over. I am confident we have/will do that but I feel like this has revealed a lot about the people I work with and  really changed my perspective on a lot of game related stuff. I know now that I can trust all of these guys and that they truly have my back. I have no doubt that together we will continue to make some awesome games and I look forward to that. Some people may think that this may have been a waste of 48 hours but I wouldn’t have spent it doing anything else. This 48 hours has changed the way I will work with my team and develop games in the future.

Final Contest Game Name: Fierce Guardian Latamere

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Marty Progress

Hello Everyone,

Its been a couple weeks since I have posted. I have been really busy finishing up everything for Marty. I went through and designed all 30 levels for the game, added in new assets that are needed and then animated the games intro scene. The levels took about 4 days and was incredibly stressful.  The scene was a lot of work and actually took over 24 hours spread across 2 days.  But I had it mostly planned out so it was easy to just work from my notes and hammer it out.

I was hoping to have the game up for bidding on FGL already but things are going slowly. All the art is essentially finished except the games final scene. Which should take no longer then a day.

At this point its really up in the air to when the game will be up for bidding and its eventual release. I’m hoping for the best but I haven’t heard from Marty’s coder in 3-4 days and last I saw the game was in a working prototype stage that needed some changes/fixes.  So I have no clue how everything is going on that end. Hopefully everything is all fixed and he has started to implement levels.

I have posted an image from the intro scene below. This is my favorite one because it actually makes me laugh. It is in the middle of Marty envisioning his planet being destroyed and displays a girl screaming as the “Monster Planet” attempts to devour the planet.

For all of you who have been following the Iconic Games blog I cant thank you enough. Those of you who comment and visit the site really motivate me to work hard. Its nice to know there are people out there who notice and appreciate all your hard work. (and like it!) Without you guys it would be difficult to continue. As always fell free to follow us on Twitter or Facebook.

Marty Work

Hello Everyone,

Its been a week or so since I have posted. That is because I have been working non stop on Marty in hopes of wrapping up all the art assets asap. I’m nearing the end and although its taking longer then expected I think overall it is taking a very nice shape that will most likely be one of my most impressive looking games to date. I only really have the main menu, level select screen, and the intro/outro animations left for the game. Once those are done I will be finalizing all level designs and puzzles.

Below I have posted an image of the start screen. Feel free to comment and let me know what you think.


Well that’s all the news for today. As always if your free follow us on Twitter or Facebook.

New Game Work!

Hello Everyone,

I thought I would update today with news of what has been going on over at Iconic Games. The game editor/engine Peter has been working on is still in the works but it looks like it will be ready at some point this week. So we are making progress which is always good. Once that’s done all of these games I have been showing should start getting released at a rapid rate.

I had an old coder friend contact me about doing a quick project. He had a cool concept he had came up with. Originally it was something fairly basic but I felt it needed some more life put into it and have added a lot of my own ideas. Although its nothing particularly “new” I think I have a few ideas that would definitely make it more fresh. Its certainly something we don’t usually see in casual games or in flash. (in my opinion)  Im hoping to be done with all art and level design this week and hopefully have it up for bidding the following week. I’m currently planning to have anywhere from 25-30 levels, complete with enemies and puzzles (maybe even a boss). With the concept it should be relatively easy to come up with some nice ideas for that. Below I have posted some art for the game. Keep a look out for updates! 😀
 I was obviously inspired by Mario Galaxy, Luigi’s Mansion and Angry Birds space (never played angry birds space, but I have seen videos) when starting this. I think its pretty apparent. Still lots of stuff to do but it shouldn’t be to long.
Well that’s all the news for today. As always feel free to comment and follow us on Twitter or Facebook.

More 3D Work

Hey Guys,

I am back with some more 3D modeling progress. I spent yesterday and today continuing to model because our engine/editor is still in the works. But it is no big deal because I really enjoy modeling and am already getting better. Now I just need to continue to get better but also get faster.

So at the beginning of yesterday i got cocky and thought I would try out a full body char without any more tutorials. I ended up regretting it and realized that I was attempting to do to much to fast. My main mistake was that I was trying to add details before I really got the main shape down. To make a long story short things got complicated to quickly and I knew I was doing it the wrong way, and that there was most likely a better method. I have place some images below.

You probably cant tell but I was going for a robin hood type character. I tried doing some details to the chest and it really just made it unmanageable, especially for being in such an early state.

I then tried another character and once I got the basic shaped down I started trying to add details to the face, but again it made the other parts of the body hard to work with so I realized it was time to either watch a tutorial, look at some other more experienced artists models or watch an artist work on youtube. I did all of them and I really think it helped. You can see my failed attempt below. I was trying for a young boy in this image.

After watching some tutorials, looking at some other models, learning about topology and watching other artists work I came up with this. Its still a wip but overall its looking pretty good. I still have a lot of stuff to do but I thought I would share my early progress today. Its another elvish type character. I think its looking good but there is still a lot to do.

Well that’s all the news for today. As always don’t forget to comment and follow us on Twitter or Facebook.

3D Work First Look!

Hello Everyone,

I thought I would drop by with a quick update. We are almost done with our engine/editor (should be done tomorrow) so that means you guys should see an increase of game releases shortly. Since I am pretty far ahead art wise I have been looking into some other things I have been wanting to learn until the editor is done.

So last night I spent some time watching some tutorials and dabbling in 3D. At first it  was pretty intimidating, (why I havent done it before) but I have found its pretty easy to grasp once you learn your way around the blender interface. I have in no way mastered this program, but I can now model things with a lot more ease than when I initially started. Today I modeled a character head without going off of a tutorial and I am pretty happy with how it came out. I kind of had an elvish humanoid in mind when doing it. Still no hair but I plan to get back to it soon.

From here I want to do some environment stuff (buildings, terrain, trees ect..), and then model a whole character and animate a run cycle. Im pretty excited and hope to hit you guys with another update soon.

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Indie Game: The Movie, Pure Stealth & Game Concept Work

Hello Everyone,

Forgive me for neglecting to update but I have been very busy the past few weeks. For those who care to know I enjoyed fathers day with my family at the lake over this past weekend and had some well deserved time off. I had a great time and really enjoyed visiting with my family and spending time with my kids/wife.

I also was fortunate enough to have a chance to watch Indie Game: The Movie. For those of you who are unfamiliar with Indie Game it is a documentary that has been in the works for 2+ years. Although the creators interviewed and spoke with a TON of developers the movie revolves ar0und 4 specific indie devs; Edmund McMillen, Tommy Refenes,(creators of Super Meat Boy) Phil Fish (creator of Fez) and Johnathan Blow (creator of Braid).  The documentary follows the journeys of these developers as they create these games and release them to the world. I personally feel like its a very inspirational and emotional look into what us indie developers go through. I specifically enjoyed anything and everything Team Meat had to say. This is a great watch for those who are not game developers as well. So I suggest if you guys have a chance to purchase the video online and support the creators and developers featured in the film to do so.

http://buy.indiegamethemovie.com/
or for you steam lovers
http://store.steampowered.com/app/207080/?snr=1_7_suggest__13

In other news work continues on Pure Stealth. I have actually pretty much wrapped up everything on the artistic end and now we just have levels and coding left.

I also had a chance to begin working on a concept I drew up last week. Its still in its early phases but I think its coming along nicely. Let me know what you guys think.

As always don’t forget to comment and follow us on Twitter or Facebook.

Game Progress

Sorry its been awhile since I have updated. Been really busy with a lot of different things.  Since I last posted I have worked on Spirit Void and started a new project. After speaking the Peter (Iconic Games coder). I have decided to do a quick 2 week project while he finishes up some exams and such.

So far I think the project is looking very promising and sleek.

The game is titled as “Pure Stealth”. I borrowed the title from another game I never finished (multiple times) back in the day. The game was drastically different from what I have here. (still a stealth game though) Its very much inspired by Metal Gear, Splinter Cell and Dead Space. Although I hope to keep it my own and really impress our players.

I’ve posted some images below of the older and the newer version of the game.

Here you can see the old title screen I made back in the day. Its pretty simple but appealing to look at in my opinion. With the gear rotating I felt it had a nice touch.

Here is the new title screen. I did borrow some ideas from the older one but over all the newer version is much more appealing. The gear rotates and the hexagons in the background flash at random. Not to mention there is a “Click To Start” text fading in and out. The game also transitions very nicely from screen to screen.  That’s all I have got for today. Thanks for reading and be sure to comment. 

 

News

Sorry been really busy and havent been able to update as much as I like. We have been working on spirit void this past week and really been focusing on the story and levels. I think its all really coming together nicely and we hope to have a significant update soon. I personally would like to show a video of the game in action, but only time will tell.

In other news I was pleasantly surprised to see that NG added Dungeon Breaker to the featured games on front page.

It actually really made my day because I was beginning to think we were overlooked and its not a good feeling. You can see our game on the bottom row 3rd game over. Show us your support by going over to the site and checking it out.  http://www.newgrounds.com/portal/view/594844

Also for those of you who forgot we have another game we released before Dungeon Breaker and it is still actually doing very well. So I suggest going over and checking out Archers Oath.

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