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I was like sixteen-ish and I’d just watched Indie Game: The Movie and had recently
been playing Limbo and Super Meat Boy. I wanted to create an artsy style video
game with some sort of symbolic meaning (I forget what it was going to be about,
which is probably a good thing) but I totally failed. I decided to keep it simple and
try to make a game that was more genuine to me and make a game I would have
enjoyed playing growing up.
Lost - Manuel777
Lost - Manuel777
I decided my game needed some depth and fast paced action, so I took Super
Meat Boy as an inspiration and created the ‘buzz-saw’ enemy. This introduced the
mechanic of timing and quick reflexes to over come challenges. This was good
because it put less stress on the level design to be orientated on hard jumps. I
found through play testing that mistakes from hard jumps would often cause the
player to blame the controls rather than their own ability. A huge problem was
the player would blame the controls that the double jumping mechanic wasn’t
working properly. The mechanic was working just fine but after some YouTube
videos of University talks I came to realize it was my job as the designer to make
the player feel as though it was inarguably their fault when they failed. This would
be a challenge I would have to over come.
5. Make the game beautiful: I felt Manuel777 really nailed the art in Lost, which
looked, stylized and pretty. I would take his work as a big stylistic inspiration but
ultimately I wanted to separate myself from my inspirations and tried my best to
take my art in a new direction. I used a color scheme generator to get me started;
this is the pallet I chose:
Art: Graphics Gale is my go-to for pixel art. It’s freeware, fast, simple and clean and
it can fit on a USB stick.
Adobe Photoshop for slightly more complicated stuff like promotional material
or simple things like gradients. It’s not free, but there are good free alternatives!
Simon Newport (The dude that does my box art and promo stuff uses Photoshop
for his digital paintings.)
MakeGlitchy is this awesome inexpensive program that is basically Photoshop
but for glitch effects. I use it wherever I can because the results it creates are
beautifully destructive!
Audio: SFXR is a free program that makes really awesome 8-bit sounds. You
can literally hit the randomizer button or just click around randomly and you’ll
very quickly get something that sounds great. With a little bit more audio
understanding you can have a lot of control and get everything sounding exactly
how you want it. Audacity is a free program that I used to mix the songs together
by _TWC as well as layer sounds to create great effects.
Audacity gives you more control of your sounds after you make them in SFXR and
you can export them as .OGG files. If you download sounds online you can give
them more personality by layering them with your own effects or mixing them
with other sounds.
Coding & UI: YoyoGames’ Gamemaker is the only program I use for making
games, without it I wouldn’t make games. Gamemaker is fast and intuitive and
user friendly and I would recommend it for anyone looking to get started making
games.
RANDOM TIP:
Set up debugging tools early. I made this mistake of never including debug tools
during development. Set up a controller that will allow you to skip levels and
receive items and test music and sound effects early on in development as it will
be much easier to do it sooner than later on.
RANDOM TIP:
I tried to learn from only open source engines and tutorials which meant I only
had a light grasp on what I was doing and it took a long time with trial and error to
solve problems. It wasn’t until I watched the most basic ‘getting started’ tutorials
I had more of an idea on what I was doing. If you watch ‘getting started’ tutorials
from a variety of sources you will pick up a variety of ways of solving one problem
so you can use what works best for you.
RANDOM TIP:
Start having other people like friends or family playing what you make as early as
you can. This way you will have a better grasp of the aspects that make your game
truly fun and you will understand your priorities of what to work on next.
RANDOM TIP:
If it’s your first time making games, never assume something will be easy to
implement. Assume that everything you need to implement will take a long time.
This will help you prioritize the most important features for your game to make it
fun.
RANDOM TIP:
No, your first game can’t be an MMORPG. Finish and publish a small game first
and you will quickly understand the work that is involved in creating something
that is small in scale. If you’re ONLY interested in creating a MMORPG, consider
supporting one of the many in development already by playtesting, submitting
feedback and suggesting ideas for gameplay and stories.
RANDOM TIP:
Learn from my mistakes and be consitent with your code and formating. Watch
some basic tutorials on programming in your perfered language and see their
naming conventions and how they layout their code. Watching a 30 minute tutorial
and being consistent with your own code will save you countless hours in the
future and you’ll stop yourself cringing in the future when you look at your old
code.
Shaun Spalding is great at everything and you should use him as a role model:
https://www.youtube.com/user/999Greyfox/videos
I like this level because the real challenge isn’t revealed until the player looks
closer. It is easy for the player to assume it just a re-do of the 2x2 level but if they
assume to much they will be hit in the face with saws.
One aspect of this level I didn’t like was that it was easily do-able using the
mindless trial and error approach. The original version of this puzzle required
precision timing but play testers found it to hard. As a result by giving the player to
much wiggle room the challenge was solved to easily with mindless jumping.
RANDOM TIP:
I learned heaps from a dude on YouTube called Wizirdi, he left YouTube and
deleted his tutorials, but he’s back now so watch his stuff:
https://www.youtube.com/user/Wizirdi/videos
One thing I didn’t like about this level was the art, I should have made the platform
backgrounds vertical lines straighter because the slight lean is very unnatural to eye
when it has such a thin base.
This level is awesome in any of the cheat modes, it’s ridiculously hard but its very do-
able, give it a go if WizardWizard is to easy for you! ;)
Simon says (hehe) that he can’t stress enough about how important it is to get
outside of your comfort zone when you’re drawing. He says you won’t get better if
you don’t challenge yourself and try new things.
Finish what you start and use each completed
work as a marker to be better than the next.
The music in _TWCs work is emotive to him, which adds a layer of emotiveness to
whatever it’s used for. For WizardWizard I wanted the game music to feel happy,
fast paced and fun and I was shocked that there was GOOD music so readily
available that artists were so eager to let people use for free.
The music for WizardWizard wasn’t created specifically for the game, but I think
that lends an advantage because the music focuses more on the emotions of the
creator rather than emotions of the game itself, which I think creates a more ‘real’
sound.
I really like working with _TWC because he is such an exciting guy with awesome
vibes who creates things because he wants to. I think the contrast of the two
things we created compliment each other because their different styles give the
game a new and exciting feel.
I found _TWC on Reddit and he was sharing his music with people to download
and use for free. I used a couple of tracks and showed him what I made with them
and from there we kicked off a friendship and he let me use more of his personal
work. From that experience I learned how important it is to communicate with
people that inspire you, because you never know what other places it might take
you.
“Making music is important. Everybody has a different process and perspective, but the
outcome is always natural and creative. The soundtrack for WizardWizard contains a few
songs that I made on my MacBook using software like GarageBand, Magical8bitplug,
Milkytracker, and LSDJ. Every song is a reflection of what I was thinking or doing at that
moment in time in my life - and the positive energy contained is something that I hope
influences everybody who hears it. I think everybody should make music, because that
would make the world a better place altogether.”
- Travis William Clark
Origin:
Ontario, Canada
Hobbies:
Producing Music
E-Sports
Skateboarding
Tools of choice:
Macbook w/ GarageBand
Guitar
Game Cube Controller
Favorite Game:
Super Smash Bros Melee
Fun Facts:
Travis is currently in training to be the best
Super Smash Bros Melee player in he region.
SUPPORT MY DESIGNS:
https://instagram.com/hookedupdesign
CONTACT ME:
contact.crateboy@gmail.com
Follow me on Twitter:
@crateboy
Thanks to:
Matt Thorson the creator of the Grandma Engine
http://www.mattmakesgames.com/
Travis William Clark (_TWC) my music guy
https://soundcloud.com/twc-3
Nathan Gill who made the last track of the game