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Developing an indie flash game (Part 0) - devblog

Blogs > skipgamer
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skipgamer
Profile Blog Joined April 2010
Australia701 Posts
Last Edited: 2012-06-17 08:35:55
June 17 2012 08:27 GMT
#1
Part 0 - History

Hi guys,

My names Tristan Pilepich a 20-odd year old "bloke" from Melbourne, Australia.

Before I continue with the actual blog I just want to give some back-story to fill in why I'm attempting such a project. I've always wanted to make games, since early primary school. We always had a personal computer in the house since as far back as I can remember and I was always amazed by the different games and how on earth they could be made. It was all such a mystery for me.

Towards the end of high-school teachers made it very clear that you need a path and a plan and you need to go to University to be able to follow that plan, and that means you need to do well in School (in hind-sight, bullshit.) Regardless, after only getting a 60 ENTER (out of 100) in school due to playing too many games, and spending probably too much time on DeviantArt, I had few options left if I wanted to go to University.

One option was a BA in Digital Art, run by RMIT University in Melbourne. It was part of a new "game design" stream which had the intention of bringing together fellow budding game developers across 3 fields of study, Art, Design (BA in Games Graphic Design) and Programming (BS in Game Programming)... It required no enter, rather just a port-folio which they were very impressed with due to once again, spending too much time on DeviantArt.

So off I went to University to learn from an institution how to make games.

And I learnt nothing... Well, that's an over-exaggeration, but the program definitely didn't hold up to its lofty expectations. The main problem was they weren't selective enough with their entrants nor their lecturers. And most of the courses expected teamwork, which is hard when the majority of the people shouldn't have been there.

Either way, I dropped out half way through the degree (which was a big decision at the time, one I'm still not sure was the right thing to do) and just worked a normal regular job at a chicken shop while the plan was for me to continue to work on my port-folio and apply for a graphic design job somewhere.

I didn't, instead I managed to get stuck in a "rut" for about 6 years. I've worked on many mods and small games over the years, but I've never actually full on "released" a game, I've made prototypes (and one can even say this project is a prototype) in the past, so I've gathered lots of information and experience doing "the basic stuff" in a hacky way, but as I said, never got anything to that stage where you would be willing to share it with the general public.

And of course over the years while keeping my passion, and my goals in my heart, I've always been analysing the industry, reading things like Gamasutra post-mortems, listening to indie game dev podcasts, taking advantage of steam sales at every point, and of course following the huge e-sport sensation that seems to have blown up in the last few years.

Finally I think it's time for me to actually get down to work and actually finish a game. I was thinking of starting a personal blog to track this, but I've found if I do that, I'll probably spend just as much time managing how it looks, and time is of the essence right now, so I might as well use the tools available (tl blogs), and having the community here to hopefully inspire me to continue the project and keep on going.

So... What about the game?

[image loading]

(I just want to stress that the name is still not final, I know how cliche and overused somethingcraft is now, but it fits, so I'll leave it for now unless something better comes along.)

Raidcraft actually started many years ago in my head as the "shadow priest raiding simulator" many moons ago WoW was a game with many imbalances, and one of these imbalances was the shadow priest. See, in TBC they gave shadow priests a new ability which gave everyone in the party mana regeneration as a % of the shadow priests damage dealt. This meant not only could shadow priests raid they were a well sought after commodity. And the shadow priest spell priority system at the time made for a more dynamic experience rather than just pressing a few buttons in a rotation, this also meant that a good shadowpriest could far out-perform a bad one, regardless of gear (gear = time spent in the game progressing.) This definitely attracted me to the role. I loved raiding and considered myself a good one, but due to a lack of time, I never found myself being able to raid at the top level.

Anyway, in order to improve my skills I started work on the raiding simulator, which I always wanted to do in Flash. It was supposed to be a way for shadow priests to practice their spell priority system in a raiding environment, without actually raiding. Anyway, after a few months of literally fumbling about in flash and learning actionscript for the first time, I simultaneously realised 2 things... The "game" wasn't fun, and I did not know enough about scripting, I had trouble even keeping up with a lynda.com tutorial on actionscript.

So I ditched the idea and let it sit for a while, while I went off to do other things, I think my next project was trying to make a sourceMod serverside script for cs:s, but that's irrelevent.

The idea came back in to my head a few years ago now. And I decided to have another crack with Actionscript, very quickly I learnt once again that I didn't know enough about scripting, so instead I decided to hammer down a design doc and actually go through and systematically work out how the code would work.

After hammering down the concept a bit more I came up with the idea of "MageCraft" (this was before minecraft btw, so the something-craft has been in my head for a while.) The idea was once again a single player "raiding simulator" so to speak, however it somewhat had a back-story, you were a mage about to graduate from a mage academy, and you had to pass all your trials to graduate while at the same time discovering corruption and dealing with political struggles within the academy.

The main problem here was because it was all about mages, it was hard to figure out a way to deal with things like threat, and the "holy trinity" aspect which is integral to raiding. However I did learn quite a bit about actionscript and got to the point where I could implement my own hand-written psuedo-code rather effectively. Another problem was simply due to having a story, this would need to be conveyed, and to do it any justice it would require voice acting and cut-scenes, neither of which I have the time, resources or skill to do any justice to.

So I once again let it sit for a while, and went off to work on other stuff, I think my next project was skins and a track model for the racing game rFactor, but once again, irrelevent.

Most recently, around one year ago, I was catching up on the Indie Games Podcast, where they were interviewing someone called ChevyRay who had developed an Actionscript library called FlashPunk... I was intrigued after hearing the interview, as they were talking about how easy this made it for anyone to make a game. Great I thought, lets do it.

So I downloaded FlashPunk and gave my Flash game idea another go. This time I thought screw it, let's just do "whatever" and actually get down to producing something before I realised I couldn't finish it.

after a few weeks, this was the result
[image loading]

https://dl-web.dropbox.com/get/Public/RaidCraft2.swf?w=d7d18763 (wasd to move, numbers to cast spells, click on enemies to target them before casting)

Needless to say I was pretty pleased, I had a player, monsters, easily editable maps, spells, cooldowns, cast time, dots, health, mana... It was actually coming together. But it was at this time I realised I'd need to start from scratch. It was coded as a single-player game, and I needed it to be multi-player, after learning so much and doing so much in a short period of time, I was getting burnt out, and the thought of starting from scratch and adding multiplayer at that time, was too much for me to handle

So I went off and tried to apply what I had learnt from actionscript in another project, but once again, irrelevent.

Now here we are. About 2 weeks ago I started to pick-up work on RaidCraft again, after having somewhat of a personal revelation in RL, being inspired by Realm of the Mad God, and once again, learning a bit more from other projects that I think could apply (most recently a php/mysql rally/autocross timing system). I honestly believe now is the time, I've learnt enough and have the determination to really make a go at it.

Okay, now if you managed to read all this so far I congratulate you :D and sorry for being such a bore. I just wanted to get the back-story out there before I start on the actual blog, so people can understand where the project is coming from hopefully.

I'll quickly describe the basic game concept, and what I hope it will be, and why. The game is going to be a flash-based multiplayer raiding game, from a top-down 2d perspective, without all the MMO elements common to the "endgame" of MMO's. That means no gear, no "progression" you just pick a character (and skill from the respective skill tree's) and try to beat some bosses. The game will focus specifically on the "craft" of raiding. I hope it will provide a solid foundation that raiders can relate to, and enjoy, without all the dumbing down of game-play systems that WoW went through due to PvP and later, their focus on the more casual playerbase.

It wont shy away from being "hardcore" with complicated skill-trees that will require people to actually think about what skills they will take to raids. While WoW has tried to prevent cookie cutter specs by simplifying everything, and basically making players choose one of two things. Raidcraft will go the opposite route of offering players so much choice they will (hopefully) be overwhelmed.

All the while offering accessibility, and an easy "pick-up and play" environment, that doesn't require any grinding or farming of content to be successful. The goal is the only thing that will stop you from progressing is your skill, and the skill of those around you.

I honestly believe this kind of game can be successful, and that the core concept of "raiding" is a solid gameplay system which has not been explored fully outside of the MMO or at least the RPG world. This game will my attempt to prove that it can stand on its own two feet without the MMO/RPG traps.

As for what the blog will contain in the future? I hope to have code examples, breakdowns of current challenges I'm facing with the code or design of the game, maybe even a few mini-tutorials, share game assets, muse about the design in general, or anything else I feel like sharing as the project progresses.

So I hope if you have time you can check it out in the future

In the meantime though if you want to check out how the "game" is shaping up, I've set up a Git Repository here: https://github.com/skipgamer/Raidcraft3/tree/indev feel free to have a browse around if you know what you're looking at. (ill cover what github is and does in another blog :D)

And I'll keep the current build at http://www.skipgamer.com/raidcraft/ As can be seen this is definitely a work in progress, so hopefully as time goes on I, and possibly even we, can learn a lot as we go.

Good Hunting;

Tristan "skipgamer" Pilepich.

(seriously, this blog is long, and I don't know if that's a good or bad thing...)

*****
FFGenerations
Profile Blog Joined April 2011
7088 Posts
June 17 2012 09:01 GMT
#2
cool idea, i like

can someone with 0 coding xp pick up flashpunk and make an rpg? i always wanted to make a simple comedy/dialogue rpg. i know theres a program called rpgmaker somewhere i could use
Cool BW Music Vid - youtube.com/watch?v=W54nlqJ-Nx8 ~~~~~ ᕤ OYSTERS ᕤ CLAMS ᕤ AND ᕤ CUCKOLDS ᕤ ~~~~~~ ༼ ᕤ◕◡◕ ༽ᕤ PUNCH HIM ༼ ᕤ◕◡◕ ༽ᕤ
skipgamer
Profile Blog Joined April 2010
Australia701 Posts
Last Edited: 2012-06-17 09:30:56
June 17 2012 09:28 GMT
#3
On June 17 2012 18:01 FFGenerations wrote:
cool idea, i like

can someone with 0 coding xp pick up flashpunk and make an rpg? i always wanted to make a simple comedy/dialogue rpg. i know theres a program called rpgmaker somewhere i could use


Yeah probably, it would take some time, but there's actually a really good RPG tutorial in the forums there http://flashpunk.net/forums/index.php?topic=719.0 , so RPG's are pretty easy to make because most of it is copy+paste, while changing stuff and (hopefully) learning as you go. It will take a while to be able to keep up with the tutorial though, you will probably have to do the very basic tutorials on the site first.

RPG maker is great for making RPG's... You should try it if you can. I was making a dragonball z rpg in like rpgmaker95 once, it was lots of fun... They have a free trial now http://www.rpgmakerweb.com/

You could also try something like Game Maker... There's lots of options.
Bobbias
Profile Blog Joined March 2008
Canada1373 Posts
June 17 2012 11:14 GMT
#4
Disclaimer: I'm not trying to be an asshole to anyone. The point of this post is not to drive anyone away from wanting to make a game, but to point out the importance of being willing to learn, rather than just prioritizing shitting a game out as fast as possible because you have a good idea.


I HIGHLY recommend avoiding anything that you can copy and paste. If you are too lazy to learn about the code and learn how to convert pseudo code into real code, then you should not bother trying to make a game, because it will be garbage and you will have learned nothing.

You simply CANNOT make a good game without actually knowing what you are doing. Just because you can come up with good ideas does not mean you are cut out for making an independent game by yourself. Most likely you would be better suited to being a game designer for a corporate game studio, but you would not be suited for making a game by yourself.

In some ways making a game by yourself is far harder than working in a big game studio, because you need to be a programmer, a graphics artist, a musician, a script writer, and a game designer all rolled into one. In studios, the actual game designers don't generally do the programming themselves. They come up with designs and hand the overall design to the coders so the coders can implement it.

Personally I don't think people should be afraid of programming in real languages, rather than the cobbled together garbage that most "game makers" use. Working with a real programming language gives you flexibility and power so you aren't fighting the system just to implement some unique way of doing things. I remember the sort of crap people used to have to deal with writing custom menus and other things in RPGMaker2000.... You really had to work against the system.

If you truly have a good idea, and the drive to complete the project, I highly suggest coming up with some concrete design documents, doing a lot of research about how you'd like to implement everything (what language, which game engine, etc. etc. etc. etc.). You'll learn a lot in the process, begin to flesh out your ideas more, and begin to understand which design goals might be over your head.
EneMecH
Profile Joined March 2012
United Kingdom218 Posts
Last Edited: 2012-06-17 11:40:44
June 17 2012 11:40 GMT
#5
Making a flash MMO is hard shit, it requires a complicated multiplayer game engine...with flash.
Tears soaks each hand the dealer's dealt. But time taught me how to see every second as heaven even when they're perfectly disguised as hell.
JellowLight
Profile Blog Joined October 2011
60 Posts
June 17 2012 11:43 GMT
#6
Like Bobbias has allreadt made clear, this is not to be an asshole or anything. But just to give you some things to think about.

Firstly, I have to agree with Bobbias on many points, a real programming language gives you way more flexibilty that you will need for a full game. Learning to do so should not be that hard and a small recommendation would be to learn some c++ coding, this is a tutorial from my school which learns you soem nice basics: http://devmaster.net/posts/introduction-to-c-with-game-development-part-1-intro

It also seems like that you never really finish a project before you quit it. Maybe start with a smaller fun project? What makes you think this time will be different?

About the concept:
"It wont shy away from being "hardcore" with complicated skill-trees that will require people to actually think about what skills they will take to raids."
So, you are expecting people to think and make a plan and spend a lot fo time in creating a good talent tree for an small 2D game that they will most likely only play for a few hours? There is a reason games are being made easier, because people just want to play the game and not do math to find out how to beat it.

"That means no gear, no "progression" you just pick a character " & " The goal is the only thing that will stop you from progressing is your skill"

Is there progression yes or no?
Again, I don't really find this USP (unique selling point) anything that will attract gamers.

I would advice you to either think smaller or get some people involved. I wish you the best of luck though.
surfinbird1
Profile Joined September 2009
Germany999 Posts
June 17 2012 13:52 GMT
#7
I have played several indie flash games in the past year and all I can tell you is that flash sucks. The games were great but after a certain time frame the game starts lagging like hell making it unplayable. At first I thought it was a problem on my end but after looking throught the steam forums/google it turns out that flash is just terribly resource ineffiecient or something. Lots of people can't actually play these games. So I would definitely avoid flash.
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