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Which Speedgame are you more interested seeing finished?
Malak 0%  0%  [ 0 ]
Sower 0%  0%  [ 0 ]
Murder at Solomon Manor 42%  42%  [ 3 ]
The Galatian Road 42%  42%  [ 3 ]
The Paladin Chronicles 14%  14%  [ 1 ]
Total votes : 7
 
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 Post subject: Arch's Speedgame Recap
 Post Posted: Tue May 08, 2012 4:24 pm 
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Looking back, I have a pretty bad history of not finishing a game. All but one of my speedgames were incomplete, and some were practically unplayable. I've always said I'd go back and finish the game (for. Ever. SINGLE. ONE.) But I didn't. But maybe I should.
So I'm curious, which one of my previous speedgames would you guys like to see completed more and why?


Malak
The first one I made, and a gamemaker game, too. I'd be surprised if people remembered it; I forgot it myself. All I had was an hand-drawn,2d side-scrolling angel running and jumping around, swinging a sword. I'd have to recreate the whole thing from scratch.

Sower
The most complete speedgame I have ever done. This was the one where you try growing your crops by playing from a deck of cards, to the tune of a funky beat. Some art on the background and cards, some new features like combo-cards, balancing and bug fixes and it should be done. Of course, I haven't see the source code for years, so I might want to recode from scratch...

Murder At Solomon Manor
Story-based mystery adventure game with Clue inspirations, it was intended to support a dynamic story system for a new mystery for each new game. This was the "book" game. The story was cut short, (and much of the dynamic story elements with it). Unsure if this requires a code rework, or if the framework is robust enough to continue.

The Galatian Road
One of my more grander attempts, the web-based Steampunk rpg. My first real php application, and my first web game. I was only able to get the story about half way. I pick this one back up, I'd rewrite it in .NET and start jquery'ing the front end up. Hopefully to leave a more satisfying combat system and a more interactive exploration. This would be a lot of work, but pretty rewarding.

Paladin Chronicles
My last, dismal attempt. Like the Galatian Road, I hold this one somewhat close to my heart (like a cousin who stole your g.i. joe in 2nd grade), and something I feel could have a lot of potential, gameplay wise, but will require a complete rework of the code. Combat will have to be more engaging (with cooler, more interesting enemies), the story will be revamped, and the upgrade system would be put into play, in order for it to meet my vision of a allegorical RPG meets Cards vision.


Does anybody know where some of the old pages/threads are for the previous speedgames (pre-2009) are? Can't seem to find them.

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Last edited by ArchAngel on Wed May 09, 2012 9:54 am, edited 1 time in total.

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 Post subject: Re: Arch's Speedgame Recap
 Post Posted: Tue May 08, 2012 6:28 pm 
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You can search the old CCN archives with the CCN tag:
CCN Archive search: Malak
CCN Archive search: Sower

Here's the old CCN Speedgame 2006 post where you posted Malak:
http://ccnarchive.christiandevs.com/thread.php?f=YourAnnouncements&t=000400&h=malak

And my review of your Sower entry from 2007:
http://ccnarchive.christiandevs.com/thread.php?f=GameDesignMusicAndArt&t=000302&h=sower


Don't forget that Malak had a really sweet powerdive sword attack. :D

Sower was a really great game, and I think it was very close to being finished. I felt extremely "complete" as-is, and I don't know that you'd need to add more complexity in order to finish it -- it had a good depth of gameplay even as-is, and I think there is a lot to be said for cutting features and just wrapping it up in a simple complete package.

I was really impressed with the parable sort of world you were building in Galatian Road, and I'd like to see more of where you were going with that. I was sad that I had migrated away from Windows computers by the time you wrote Paladin Chronicles, so I never got to play it. :-/

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 Post subject: Re: Arch's Speedgame Recap
 Post Posted: Wed May 09, 2012 9:06 am 
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tbh, I don't really remember playing Paladin Chronicles, I probably had some technical issue with it.

The one I had the most fun with was Galatian Road, but that was in a bit more of a complete state compared to Solomon's manor.

I would probably most like to see "Murder at Solomon Manor."

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 Post subject: Re: Arch's Speedgame Recap
 Post Posted: Wed May 09, 2012 10:07 am 
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Thanks for finding that review, Han; can't express how encouraging it was for me to read that then, and even now.
Are you still unable to play windows games? If so, I might have to make my next game a web-based one. ;)

Yeah, Mene, some people were unable to run it at all because of some framework dependencies (and my misunderstanding of them as well), I believe, and there was a crash at the end of the battle.
You'd like to see more Solomon Manor? Interesting, I wasn't expecting that considering you had more fun with Galatian Road. What about Solomon Manor makes you want to see more?

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 Post subject: Re: Arch's Speedgame Recap
 Post Posted: Wed May 09, 2012 10:15 am 
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I feel like what I got to see of it was a lot less than it could have been. Galatian Road, although fun, I got to see. Solomon Manor I never really go to get to know. One thing I might suggest though, is to spend a significant amount of time making sure through playtesting that enough cues are given to the player. That's my main concern due to the fact that I really stink at adventure games. :)

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 Post subject: Re: Arch's Speedgame Recap
 Post Posted: Wed May 09, 2012 10:21 am 
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That is true, adventure gaming has a much subtler interaction with the gamer than other genres.

Unfortunately, I'm not sure how much more I can bring to Solomon Manor besides content, so I'd hate to disappoint. Maybe if I play with it a little more and brainstorm on it, I'll get something I'd like to move on. Probably should read some more Encyclopedia Brown for inspiration.

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