{"assets":[],"author_link":"author\/greyshock\/","author_name":"Deconstructeam","cat":"LD #27","categories":["LD #27"],"comments":[],"epoch":1378374900,"event":"LD27","likes":7,"metadata":{"p_key":"80230","p_author":"Deconstructeam","p_authorkey":"0","p_urlkey":"289240","p_title":"(Untitled)","p_cat":"LD #27","p_event":"LD27","p_time":"1378374900","p_likes":"7","p_comments":"0","p_status":"WAYBACK","us_key":null,"us_name":null,"us_username":null,"event_start":"1377216000","event_key":"18","event_name":"LD27"},"source_url":"2013\/09\/05\/295068\/","text":"<p><strong>Ludum Dare 27<\/strong> game jam concluded and <strong>Deconstruc<span style=\"color: #39caad\">team<\/span><\/strong> gave birth to a little dungeon puzzler called <strong>Dungen Dogan\u2019s Cursed Crew<\/strong>. In this game you play as Dr. Dogan, who along with his men just raid the tomb of an ancient god whose curse fell upon them: just 10 seconds of life left. Luckily, the weak spot of this god is the black amber, and the dungeon is full of them. In order to escape the temple, you\u2019ll have to combine wisely you team skills and manage accurately the 10 seconds of life of each crew member if you expect to making out alive.<\/p>\n<h2><a href=\"http:\/\/www.ludumdare.com\/compo\/ludum-dare-27\/?action=preview&amp;uid=11045\" target=\"_blank\" title=\"Dungen Dogan's Cursed Crew\">You can play it here.<\/a><\/h2>\n<p><img alt=\"\" height=\"387\" src=\"http:\/\/www.deconstructeam.com\/wp-content\/uploads\/2013\/09\/screen3.png\" title=\"screenshot-dungen-dogan\" width=\"621\"\/><\/p>\n<p>We are pleased with the result, a humble game with a correct duration. However, this time we had other motives beyond the pleasure of making a game in just a weekend: with the<strong> Game Maker: Studio<\/strong> license recently acquired (thanks to <a href=\"http:\/\/www.deconstructeam.com\/muchas-gracias\/\" target=\"_blank\" title=\"Muchas gracias\">the funds of our recent crowdfunding campaign<\/a>), <strong>Ludum Dare<\/strong> presented itself as an excellent opportunity to make an intensive training and finally take the leap from <strong>ImpactJS<\/strong> to this new game engine.<\/p>\n<p>I had already made my first steps with the free version of <strong>Game Maker<\/strong>, but never made and finished a full project, pretty important matter to me. So, since this game engine is going to be my intimate partner during the development of <strong>Gods Will Be Watching<\/strong>, I grabbed the documentation, and stepped into making a game in less than 72 hours. The result stands for itself, a proper game, with several flaws, but a game nonetheless. My verdict: highly satisfied with what <strong>Game Maker: Studio<\/strong> has to offer and with how it\u2019s going to improve our production power. Even having to learn along the way, the development speed increased notably in comparison with my beloved <strong>ImpactJS<\/strong>, not to metion of its huge variety of supported platforms. With few adjustements, <strong>Dungen Dogan\u2019s Cursed Crew<\/strong> was working perfectly on browser and Windows.<\/p>\n<p><img alt=\"\" height=\"412\" src=\"http:\/\/www.deconstructeam.com\/wp-content\/uploads\/2013\/09\/makingofddcc-1024x682.png\" title=\"Game Maker: Studio\" width=\"620\"\/><\/p>\n<p>I don\u2019t know about you, but personally had many prejudices against<strong> Game Maker<\/strong>, particularly through the \u201cMake games without programming skills\u201d slogan. Once I tried his drang\u2019n\u2019drop interface and procured to keep myself far away from it. But knowing that <strong>Locomalito<\/strong>\u2018s games or the same <strong>Hotline Miami<\/strong>, were developed with this game engine, I finally decided to give Game Maker a chance, taking as guarantee this games which I worship for their high quality. Great surprise since once left behind the point\u2019n\u2019click programming thing, I took a deeper look at this scripting language <strong>GML<\/strong> (Game Maker Language) and discovered its high flexibility and the variety of tools and functions at your service which make your life quite easier regarding the most usual practices when developing a game (mostly about the collision handling).<\/p>\n<p><img alt=\"\" height=\"571\" src=\"http:\/\/www.deconstructeam.com\/wp-content\/uploads\/2013\/09\/codeddcc.png\" title=\"code\" width=\"620\"\/><\/p>\n<p>I\u2019ve never programmed with such agility as in <strong>Game Maker<\/strong>, and with no doubt <strong>Dungen Dogan\u2019s Cursed Crew<\/strong> would have been much harder to create with <strong>ImpactJS<\/strong>. I\u2019m happy knowing that <strong>Gods Will Be Watching<\/strong> is going to become a highly polished product and, despite the fatigue that brings a game dev marathon of 72 hours, I\u2019m eager for working even more than before.<\/p>\n<p>Tags: <a href=\"http:\/\/ludumdare.com\/compo\/tag\/game-maker\/\" rel=\"tag\">Game Maker<\/a>, <a href=\"http:\/\/ludumdare.com\/compo\/tag\/game-maker-studio\/\" rel=\"tag\">Game Maker Studio<\/a>, <a href=\"http:\/\/ludumdare.com\/compo\/tag\/post-mortem\/\" rel=\"tag\">post-mortem<\/a>, <a href=\"http:\/\/ludumdare.com\/compo\/tag\/postmortem\/\" rel=\"tag\">postmortem<\/a><\/p>","time":"September 5th, 2013 9:55 am","title":"(Untitled)","title_was_empty":true}