HOLD MY BEER | STEP 3: Actually Developing The Game

STEP 1: Graphics, Graphics, Graphics

STEP 2: Not Finishing Stuff You Were Sure To Finish Quickly

 STEP 4: Done

hmblog4

So i now (pretty much) finished all pixely art stuff and moved on, after 5 straight hours of footie (cant miss out on that for video games, can i?) to developing the game. Great.

Developing the game looks something like this:

hmb_development

The code you can see handles camera movement after pressing the initial Enter to start the game, stops some stuff that moves on the Logo-Screen and a fades out the green background. The basic stuff.

Next on my list is trying to figure out how to make this thing somewhat “gamey”. Adding mechanics. Probably about time.

I also fiddled with sound. And i knew beforehand that this part is gonna be a nightmare and also will ineveitably turn out completely shit. I have no idea how to do sounds, no idea at all. I opened up Chrome, and played a bit with “Jam With Chrome”, recorded that with Fraps, extracted the audio of the Fraps video, mixed different instruments together in Audacity and then put some voice over it that says: “Hold my Beer!”.

It sounds so horrible i will probably advise players to turn their sound off before playing. Jesus Christ.

hmbmusic

So the part that makes me somehow optimistic is that i now know pretty much exactly how everything (almost everything) is supposed to work in the end. The gameplay/minigame ideas are done and reasonably diverse and interesting, the art is, as mentioned, pretty much done as well. Here is another look at Level One and Two in the now final mockup.

hmblog5

There isnt much developing time left today. An hour, maybe.

I think it is pretty wise of me to spend my time writing blog posts instead of working on the game.

Comments

stepvhen
24. Aug 2013 · 18:13 UTC
I am watching Top Gear while devving. So don’t feel too bad.