Starborn: The Fallen (SMILE GAME BUILDER)
Posted in Game Development News & Updates Starborn: The Fallen

“Starborn: The Fallen” (SMILE GAME BUILDER Game) – Video Showcase #1

Starborn: The Fallen (A Smile Game Builder Game)

The game I’m working on for SMILE GAME BUILDER – for those who don’t already know – is entitled Starborn: The Fallen.

Its current game dev home (for now) is on Gamejolt. You can follow the project there if you want to keep up-to-date with its progress and development.

Showcase Video

Here’s a game dev showcase video for the game’s intro scene.

The video is hosted on DailyMotion, but you can also view the YouTube version if you prefer.

Game Development Notes

Game development will continue with fleshing out the story first before focusing on graphics, 3D models and animations, so will use many default models for now. Over time, I’ll add more custom assets (including models) and will showcase them in future videos.

Posted in Game Development Starborn: The Fallen

Book of Stats Showcase (for Starborn: The Fallen)

I’ve been experimenting with a new Stats Log for SMILE GAME BUILDER. Here’s a screenshot. I’ll add more stats as time goes by.

Book of Stats Showcase #1 (Template)
Book of Stats Showcase #1
This is the base template from which to work.
Book of Stats Showcase #2
Book of Stats Showcase #2
This is the in-game image (fleshed out a little), although the latest image has changed slightly.
I’m using it in my game Starborn: The Fallen and my game development schedule (notably for Starborn) is to have a proper Quest Log in the same style.

Posted in Game Development

UPDATE: Conflux – Change of Theme and Direction

Conflux (SMILE GAME BUILDER) – Main Title Screen
My game for SMILE GAME BUILDER, Conflux (formerly named Confluction), was meant to be in a modern setting.

However, while writing the main plot, its overall theme changed.

I ended up adding some fantasy elements to it. I can’t help it: I just love those types of games where Old World meets Modern or ancient technologies are interwoven into fantasy realms. The clincher is that this change of theme seems somehow more appropriate.

Original Concept

I turned 50 in July, so Conflux’s original concept was born from the depressive state I found myself in. I guess it was some kind of existential crisis, wherein I started reflecting on my life, questioning the choices I made to end up where I am today.

Filled with what-if’s and if-only’s, my mind transported itself back in time to those key points in my life when I was presented with tough choices.

What would have happened if I’d taken the other path? Would things have turned out differently or would they have remained the same? These are valid questions, ones we all ask ourselves at some point in our lives, but there are no valid answers because we won’t know the answers once that decision has been made. There’s usually no backtracking.

And this became the premise for Conflux, where all choices matter!

At its core, Conflux is a philosophical view about these choices and their consequences, and why each decision we make matters in the grand scheme of things. Those choices – whether our own or others’ – determine our future decisions and shape our future, putting us on the paths we take in life. We’re often presented with two or more paths, each with their own perils and rewards, and each with a different outcome and consequences.

Choices Matter

Much of the content in Conflux – the events, incidences and influences – are based on my own life experiences. I intended it as a kind of autobiography from the start but from the perspective of addressing the what-if questions.

That means that there is no right or wrong path, no real success or failure. However, since choices matter in the game, whereas some decisions you (the player) make results in more successful outcomes but less propitious consequences, others might result in unavailing outcomes but profitable consequences. It all depends on those decisions, taking one path over the other.

The game also subtly focuses on the notion that Destiny is a fixed path, predetermined, along which you travel – and stray – but you always return at some points to its path. You either return to it on your own or certain events push you back onto it, often forcefully. You’re allowed to stray again and again, of course, but somewhere, somewhen, you’ll return to this path.

The end goal, your final destination, your death, is also a fixed point in time, except we don’t know when that is. The ultimate destination at the very end of the path is more open and malleable, shaped and formed by all the decisions you made, the consequences that arose and a combined measure of successes and failures.

Continued Development

Although development is slow, and updates are sporadic, I am still working on Conflux in the background when I have the time.

Actual game development stagnated for awhile and I couldn’t determine why until its theme changed from modern to fantasy-modern.

At the moment, I’m mostly focused on creating the models, especially now that the plot and theme are established. And with that in mind, I’ll continue working on it and try to post more regular updates on it, mostly on Twitter.

Posted in Game Development

GAME DEV: Fog of War Effect In Smile Game Builder

Here’s a nice little "fog of war" effect for exploring the rooms (in Conflux, the game I’m working on in SMILE GAME BUILDER).

This is a feature in my game Conflux, where when you enter the room it and all of its contents are revealed and when you leave it’s covered the contents are hidden again. Eventually, all rooms will have this feature.

I’ve been asked how I achieved this, but for now I’m keeping this method a secret and I’m neither confirming nor denying any guesses on how it’s done. Perhaps in time I’ll create a tutorial on it. For now, however, I’m not going to.

Otherworld: Through the Veil
Posted in Game Development SGB Games

Otherworld: Through the Veil (Intro Demo) for Smile Game Builder

This is a demo video of the official intro for Otherworld: Through the Veil for Smile Game Builder, which I’ve been working on – on and off – for quite some time.

Intro Demo Video

As further progress is made, I’ll post further updates on the game.

Otherworld: Through the Veil
Posted in Game Development SGB Games

FIRST LOOK – Otherworld SGB: Through the Veil

This is the first look at the game I’m working on for Smile Game Builder. It’s a short, first-person supernatural thriller with plenty twists and turns, as well as some unique features.

Showcase Video

Credits

Otherworld: Through the Veil
Posted in Game Development SGB Games

Unveiling New Smile Game Builder Game – “Otherworld: Through the Veil”

I’m unveiling my new Smile Game Builder project next month, entitled Otherworld: Through the Veil.

It’s a short supernatural thriller and is something I’ve wanted to work on for some time. It’ll contain a lot of the techniques I’ve used in my tutorials.

I’ll post more details next month, but in the meantime you can keep up-to-date with it (and other Smile Game Builder news on the Facebook page and the Otherworld MV Twitter account.

Smile Game Builder Animation Experiments
Posted in Game Development

Smile Game Builder Animation Experiment

This is an experiment with animated graphics sequencing in Smile Game Builder. This is only an 8-frame sequence but it runs really smoothly. I’m quite pleased with the result!

I got the fire GIF from somewhere online (can’t remember where exactly) and the fire sound effect is from Freesound.org.

Posted in Game Development

When Game Dev Goes Wrong, It Can REALLY Go Wrong! Haha!

During my journey with Smile Game Builder, from its early beta-testing to its current version, and some truly strange and unexpected things have happened.

It’s a journey. One of discovery and rediscovery. Even bugs and other anomalies can teach us things, not only about game development, but also sometimes about ourselves, about our limitations and, perhaps, areas we need to improve.