But that's OK - I sent out a dozen emails and posted the game to a bunch of websites. I've got at least one review in the pipeline and things will hopefully pick up over the next week.
While Space Squid slowly simmers away and attempts to make me a penny, I found myself staring whistfully at my laptop screen and remembering those heady times where it once displayed code. Yep, still got the programmer's itch.
I guess I'm officially announcing my second game! No idea for a timeline on this one (I'm going to take it slow for a few weeks at least, and I still have some Space Squid stuff to deal with) and I'm not positive on the name... I kinda like the feel of "Satchel Charge" but it doesn't exactly roll off the tongue. I'll see what I think up. :)
Build #1 hasn't been made yet but I'll be sure to post as soon as it has.
May I suggest for the second game:
ReplyDeleteSpace Octopus: Monkey Stomper Extreme Edition
I like the ring it has to it...
I have an idea for the second game that I've always wanted to implement but have had no idea how to do it: Dynamically generated music.
ReplyDeleteThe game would have a selection of bass lines, melodies, percussion beats and harmonies (several of each for each theme, such as menu, battle, gameplay, etc) and the game would randomly match a bass line with a beat and a melody and harmony. You'd never get music stuck in your head again!
I too have wanted dynamically generated music in a game. It should respond in some way to what's going on in the game. However, I've not made much progress in coming up with a theory. When I listen to music, I find that there's some balance between repetition and freshness. Too repetitive and you get bored; too fresh and there's nothing familiar to hold on to. These patterns apply at several different levels. However, I don't know how to put this into a model...
ReplyDelete