19 hours of game development condensed into 7 minutes.
(I actually spent more like 22 hours on the game, but a lot of that either didn’t get recorded or was spent sketching on post-it notes in the real world. And then I spent another 4 to 6 hours configuring twitch, editing this blog, and editing/uploading YouTube videos.)
You can play Super ‘Splosion Fun Time Go!!! on GameJolt.
The art I was able to finish is (for the most part) high-quality and stylistically unified
I also recorded 19 hours of twitch footage which I’m using to make a timelapse of the entire development process. (It’s really cool to watch an empty source file explode into a 2D-shooter over the course of 7 minutes. The video is sped up by something like 120 times.)
Would I do this again? Maybe. But I’d do a few things very differently:
Keep the features list to a minimum, and take a very rational, this-is-cool-but-we-probably-won’t-have-time-for-this approach to cutting from the final design document.
Solidify game mechanics before art. It doesn’t matter if your game looks pretty if it doesn’t play well.
If possible, I’d work in a team. I might have finished this project if I had had twice as much time to split between art and code – or if I had had another person sharing part of the workload. (Double productivity = more possibilities.)
Have I learned anything? Not really, or at least not anything life-changing. But I do have a cool base project to work from and the beginnings of some very high-quality art assets I could potentially sell on the GameMaker Marketplace. And I’ve also gained a few YouTube subscribers from my Update videos. (I think the timelapse will really bring in views once it’s uploaded.)
It’s been a crazy weekend – thanks for coming for the ride.
I’m alive! This blog hasn’t been updated in about half a year, so I thought I would post to clarify that ShroomDoom Studios still exists. I’ve just been very, very busy! We’re (I’m) a one-man team here at ShroomDoom, and I’m also a full-time student, so school takes priority over developing whenever I’m not on vacation. I have been working on some projects, but none of them are big enough or complete enough to post about yet. You may be wondering, “Why hasn’t there been a Dungeon Mage update?” Well, there are two reasons:
As I already said, I’ve been really busy with school.
The software I used to develop Dungeon Mage, GameMaker Studio, has undergone multiple updates that have essentially broken Dungeon Mage’s code base. The game is playable, but prone to crashing and unable to load player save data. (So basically, it’s worse off now than it was when I released it back in August.)
This really sucks, because there’s a bug in the current published build of Dungeon Mage that skews the touch input it receives on Microsoft Surface tablets, which essentially renders the game unplayable (and also gets it lots of one-star ratings). This game-breaking bug was an under-the-hood problem with GameMaker that has been fixed since August. Unfortunately, it’s been replaced with a host of new problems. I’ve been considering re-writing the game from scratch, but I don’t think that will be possible because of my schedule. What I’d really like to do is make a game with Unity 3D (which is way more stable than GameMaker).
So the good news? I’m not dead. The bad news? As of now, the current version of Dungeon Mage is (I’m hoping to get around to a sequel, though).
A lot of work has gone into this game, so it’s great to finally see it available on its target platform. I’ve already found a few bugs (especially when the game is running on Surface tablets), so expect to see some fix updates soon.