Tag: Games In Development
The Untitleds | Companion Wulf | RETURNERS 2022 Game Jam
This is a playthrough of my own game, The Untitleds, which was submitted to the Smile Game Builder RETURNERS 2022 Game Jam (hosted by AmalgamAsh). In the video, I added some personal commentary and a brief look at some of the upcoming and planned functions and features for the future.
The Untitleds Video Playthrough
The Untitleds is the first, last and only game I will develop to completion in Smile Game Builder.
To quote AmalgamAsh’s review on Itch.io:
This is the CompanionWulf game I want to see developed and continued. This is the game with the systems that shall bear the most fruit, both for budding developers who need to understand how menu systems might be designed as well as experienced folks who haven’t wrapped their head around how to progress through the limitations.
And with that said, continuation on the game is assured. However, development may be very slow.
The menu system is challenging, notably with SGB’s current limitations and the way it processes events. And, with that said, this will be the focus until it’s fully functional.
Smile Game Builder RETURNERS 2022 Game Jam
The Smile Game Builder RETURNERS 2022 Game Jam (hosted by AmalgamAsh) is now on! Get your creative juices flowing and participate!
Ash’s Promotional Video
Will Wulfy Join?
I stated after the previous game jams that I would neither host nor participate in any jams for awhile. Despite many requests – especially by Ash himself – for my participation in this game jam, my stance is this (quoted from the dedicated channel of the SGB Discord server):
I’m not guaranteeing, confirming or denying, or promising anything, but I do have an idea and IF I decide to continue with it, then this will be the game for the jam (but I’ll keep many of the details to myself for now).
That said, I’d be more interested in properly playing and testing – and this time video showcasing – all the game submissions instead.
To Be Back – Smile Game Builder Summer 2021 Game Jam
Submission: SGB Summer 2021 Game Jam
FNicon was a submission to Smile Game Builder Summer 2021 Game Jam, which was hosted by AmalgamAsh in June 2021.
It’s mainly to [the] test idea of split, switch and join party mechanic in smile game builder….
AmalgamAsh’s Video Playthrough
You can also watch the video at Odysee.
Sands of Arcturus 2 – Smile Game Builder Summer 2021 Game Jam
Creator: SC0RPI0 Games
Submission: SGB Summer 2021 Game Jam
Sands Of Arcturus 2 Alpha was a submission to Smile Game Builder Summer 2021 Game Jam, which was hosted by AmalgamAsh in June 2021.
The sequel to the original SOA; which is made in the RMVXAce game engine.
SOA 2 will be an open world, party based rpg with a branching narrative continuing the lore of the first game.
AmalgamAsh’s Video Playthrough
You can also watch the video at Odysee.
SMILE GAME BUILDER Halloween 2020 Game Jam
The SMILE GAME BUILDER Halloween 2020 Game Jam is now under way! Submission starts 1 October and end 30 October (but you can start creating now).
I’ve Officially Joined the Smile Game Builder
Summer 2020 Game Jam
Yes, that’s right! I have officially joined the SMILE GAME BUILDER Summer 2020 Game Jam, hosted by AmalgamAsh.
This is the first game jam I’ve entered. I wasn’t going to enter at all, but I figured why not?
I’m constantly asked why, if I’ve been with SGB since the beginning, haven’t I produced any games? It’s a valid question.
Aside from creating my SGB Tutorials, part of the problem with entering game jams (and the reason I haven’t entered any yet) has been motivation and focus because…life and work, y’know! Hence, this game jam will provide the opportunity to refocus and fuel the motivational drive and determination to publish a game, even a short one or a demo at this point.
So my official entry into the Game Jam is Enigma of the Wulf, which is a short mystery-drive game. It mostly uses the default models, with a few additions from the Type-B Friends with Symbols and G-Style Modern City Resource Pack Vol. 1 DLCs.
I won’t divulge too many details yet, but will continue working on it on my days off until the end date (maybe before then).
If development on the game continues after the Game Jam ends, I’ll further expand the storyline, create new models – including animations – and assets for it, and create a separate section here and on GameJolt for progress update.
Summer 2020 Game Jam | SMILE GAME BUILDER
The SMILE GAME BUILDER Summer 2020 Game Jam is now on! Submissions open from July 19th 2020 at 6:00 AM to July 31st 2020 at 6:00 AM.
The game jam is created by AmalgamAsh, whom you might know from his SMILE GAME BUILDER Playthroughs.
Let’s make games, demos, experiences, proof-of-concepts, or shareable battle systems / puzzles / maps!
So why not show off your game design skills and enter the jam? And have fun while doing so!
I’ll look forward to seeing what you all come up with!
Relationship Sim – “Select A Girl” Custom Menu Demo #1 – SMILE GAME BUILDER
Here is the first demo of Relationship Sim‘s "Select A Girl" custom menu, where you can see the girls’ relationship stats. It’s still a work-in-progress, but as game development continues, so too will this menu.
“Select A Girl” Custom Menu Video Demo #1
What Is "Relationship Sim"?
For those who don’t know already, Relationship Sim is a game I’m developing for SMILE GAME BUILDER.
It was originally inspired by Tutorial #16, which demonstrated how to create a basic relationship system. I decided to expand on that idea and build a full relationship system, where choices matter and affects relationships with other people.
However, game development on it halted in favour of other games and projects. Eventually, it came full circle and I decided to continue with this game first – and finish it – before moving onto other games and, possibly, other engines.
Game Development News
Starborn: The Fallen & Relationship Sim
Those who follow me on social media already know about the various projects I’m working on, including my games.
Various Game Engines
I’ve tried my hand at various genres and storylines, inculding a quasi-biographical game entitled Confluction, but none of them really progressed beyond initial concept. There are numerous reasons behind this, but the main one seems to be that they haven’t felt "right".
In addition, I’ve been experimenting with various game engines for some time now, including RPG Maker, Unity, GameMaker, Axis Game Factory, and GameGuru. And, of course, SMILE GAME BUILDER.
In a recent announcement on the SGB Discord, I stated:
My problem is that I have so many ideas bouncing around in my head and not enough time to implement them all. This then becomes fingers-in-too-many-pies syndrome and none of the games actually reach completion. So to resolve this, I started looking closer to topics I’m interested in and conversant with, and eventually settled on a theme.
Game development on "Starborn: The Fallen" will most likely migrate to GameGuru MAX (official release September) and development on "Relationship Sim" will be for SMILE GAME BUILDER.
The next goal was to determine which engine to use for the overall feeling and outcome. I settled on SMILE GAME BUILDER for "Relationship Sim" (a previously planned but now resurrected game idea) and GameGuru MAX for "Starborn: The Fallen".
Why GameGuru MAX? Why Not Unity?
Someone in Discord asked why I’d use GameGuru MAX for Starborn: The Fallen rather than Unity or the Game Creator asset for Unity (interpretably haughtily).
My answer was probably rather terse, so I thought I’d expand it here. What I won’t do here is extol GameGuru MAX’s virtues or lament its drawbacks.
Now I responded that I wanted to try something different. Since I’ve been using GameGuru (not necessarily intending to produce a game with it) on and off for awhile, I saw the potential for a small yet simple horror-style game because of its post-effects, like lighting. Furthermore, some of the models in the add-on packs were (are) perfect for this purpose.
However, as before the "feeling" just wasn’t there, so the motivation dwindled. I continued creating the maps for the game – sometimes from scratch, sometimes randomly generating landscapes – and soon realised that some of the maps bore a striking resemblance to those in Starborn. This was purely subconscious; I wasn’t planning on it.
This then prompted me to delve further into GameGuru as a whole. Although I still need to learn its programming language, Lua, it is more lightweight than the C# that Unity predominantly uses and, while not primarily an object-orientated programming (OOP) language, primary classes and tables can be used to store data and create objects. I wrote a very simplistic script to store some basic information for an equally basic quest log (admittedly partially functional and very buggy).
Completely by accident, I saw a trailer for GameGuru MAX so decided to preorder it in February and recently received the first alpha release. This seriously lacks in actual content but it is a vast improvement on its predecessor, with a better, more intuitive interface and a built-in character creator. I even tried importing some of my own hi-tex models into the engine and was impressed with the results.
So, I made that executive decision to migrate Starborn to GameGuru MAX. I’ll continue working on the game (intermittently) until its official release in September.
Relationship Sim (SMILE GAME BUILDER)
And I will resume development on my SGB game, "Relationship Sim", which I started some time ago. This was loosely based on and inspired by an old tutorial I did, #16: Relationship System.
I particularly like those kinds of games where choices matter and actions have consequences, which result in multiple endings based on those choices.
Relationship Sim is no exception in that you can follow the path of faithful boyfriend or cassanova. Each path has a different outcome and different influences on other characters.
Susbsequently, the "relationship system" is potentially quite complex. SGB’s limitations at the time became one of the major reasons the project was placed on hold. Now, with some of the newest additions (notably displaying text as images and string variables), it’s more viable to create a specific HUD style without having to rely exclusively on graphics for names, relationship status, etc.
My SubscribeStar patrons will also gain access to "mature" or "adult" content. This won’t be sexual in nature, not gratuitous but more inferred, and it’ll be optional content for those who want it.
With that said, I’m going to start development on Relationship Sim from scratch, expanding upon and improving its old system to accommodate the new updates.
Working on both projects at once – plus my tutorials, my model packs and live-streaming – will demand much of my time, but with proper micro-management of time I should be able to juggle them successfully.
Although there won’t be updates on Starborn: The Fallen until September (when it’s officially launched), updates on Relationship Sim will be posted on social media and in the SGB Discord.
Starborn: The Fallen – House Building Demo – SMILE GAME BUILDER
This is a short demo of a feature in my game Starborn: The Fallen for SMILE GAME BUILDER.
This video showcases the different phases for building the house. The building time is sped up for the purposes of the video.
The basic idea behind the house-building is to gather materials to build a house in the same style as many other building games. It’s part of a larger, more comprehensive crafting system, where you gather materials to build houses, craft potions, upgrade weapons and armor, and so on.