Yes. Best Game Yet.

I love our last game,¬†Sumomentum. It’s my favorite game of the semester. Watch this trailer I made:

It was a huge hit in our final pitches and at the EAE Night open house. For our final pitch, we showed off the game by having the “1st Ever Sumomentum World Championships” between two of our best play testers. It was a big hit with the audience.

At EAE Night, our game was constantly being played and often had a crowd watching as well. I made a “List of Champions” and had it sitting out next to our game so people could record their names after five wins. I also set up a document that explained the controls and my team made it a desktop background on the computers the game was being shown on so that if our team wasn’t there to explain people could still enjoy the game. One kid sat and played it for a half-hour straight and almost refused to leave. It was literally the last game shut down at the event as the challenges just kept coming and people kept watching the matches unfold. Our professors, Bob and Roger, even got in on the action at the end, with huge crowd watching and cheering on the game.

This game makes me very excited for what we can accomplish with our thesis games starting next semester. I can’t wait to work on a bigger project and eventually publish. I feel like this semester has been great preparation and I know what needs to be done to make a fun, good game with a team. I’m very confident for my future at this point.

Here’s the Sumomentum team, Asia Punch Games. We were a good bunch.



Best Game Yet?

We’re closing in on the end of the semester and the end of our final prototypes and I really, really like our game. It’s just fun, and I’ll be really happy to show it off at EAE Night on Friday and watch people have fun with it.

It’s encouraging to have the last game be the best. I feel like I’ve improved over the course of the semester and I’m more confident organizing and leading a development team toward a shared goal.

I’ll definitely have more to show you tomorrow with our game.

Faith in Engineering

Last night, we didn’t have a functioning game. We pitched this morning. Four weeks ago, I would’ve been sick all night wondering what in the world I was going to pitch from my team in the morning and how I could show that we’ve been working hard and a game is actually going to appear out of our mess. But last night? Nope. I have become a believer in engineering. I knew my engineers (Leo especially) could figure out the issues and have it ready. This morning I came in early confident that there would be something I could make a video and build a pitch around.

And it was true! My faith paid off! Leo had figured out our new dash mechanic we had discussed in design meetings and it’s every bit as fun as we thought it would be and more. And so now we can confidently put the art in and have a great little games on our hands.

AND THEN we start going crazy with level design and adding features.

It’s going to be a fun final week of the semester.

Baby Steps and Bounds

Once upon a time, a team got together and came up with a pretty decent game concept together. They were all excited to make.

Then, for two weeks, they basically worked on one single problem: multiplayer collisions. No matter what the promising team did, they simply could not get two dudes to punch each other on a screen and make the screen care enough to do something to the punched dudes. It almost looked like the entire concept was lost because those stupid dudes wouldn’t freaking punch each other.¬†Then, one inspiring post-game design class meeting, the team decided to just throw away what they had and try again.

It took ten minutes to solve the problem.

Greg, who sits next to me in the lab, asked me today if I though my game was “coming along little by little.” I told him it wasn’t. It’s coming along baby steps by bounds. That’s kind of how game development has been for me so far. You get to the point where you think all is lost and there’s no way to fix the problem, then suddenly it’s solved in ten minutes and you jump two weeks ahead in your dev cycle.

It’s a pretty crazy world out here.