No, it’s not Dr. Katz, but instead a much drier, less-squiggly version here to bring you our next segment: way more recent stuff. We haven’t been showing as many pretties as we should, so above, I give you the very unofficial, unfinished Dinowaurs logo. It’ll probably resemble something like that above.
Design Changes
Throughout development we’ve tried to implement the agile attitude into our process. For those not hip, we’ve loosely interpreted the milestone system into what many would call a bastardization, but it’s been working. By staying loose about the design and not adhering to waterfall type milestones, we’ve allowed ourselves freedom to completely change the design of the game. Now this doesn’t come without a price, and it may kick us in the behind, but we think that this is the way to go in the web-games space. Iterate and push until we can convey the best version of our game’s high concept possible within the time-frame given. Credit Johnathan Blow’s recent speech on Conveyance and Pushing at the Nordic Game Jam.
Now onto the changes to Dinowaurs. Basically since hitting “alpha” we’ve decided that too much of the game goes on in the middle of the map in the very first encounter, ultimately leaving the other, stronger tiered villages to collapse given the upgraded weapons awarded to the player overtaking the first, and their fourth, village. To aid this, we’ve decided to change a number of things. This makes our third complete overhaul of the game’s mechanics, and each time we’ve done this, we feel better and more excited about where this game is going. Change is good. For our country too ;)
Also, we’ve been talking a lot about weapons since a great portion of the game’s fun factor relies on them…
Four basic weapon types, upgraded with tiers (keep controls/weapon properties fairly consistent throughout tiers)
Jetpacks!
Well, we were hesitant to add this feature, but quickly swayed after playing Off-Road Velociraptor Safari and noticing the community response to a casually-mentioned, fictional game “Jetpack Brontosaurus.” The monocled raptor screen shot and a few posts on the TIGSource forums convinced us that this feature would not be too intensive and would add a much needed, mobilizing function to gameplay. After thinking for a handful of milliseconds, Mike came up with a way to use our current system to power the jet pack, which should work just like any other trajectory based weapon. We are in the process of implementing this now, but we’re all excited to see our favorite Gov. Skittles, the stegosaurus, careen through the air dropping grenades o’er her enemy windmills!
Podcast
Lately we’ve found ourselves tossing some ideas around the ol’ water cooler (”What’s the scuttlebug?”) about Indie Dev podcasts, or lack thereof. All of us love listening to podcasts, mostly NPR and game industry stuff, but nothing that sates our thirst for independent game development.
Nothing official just yet, but we plan to cover the latest in indie dev news, indie games we’ve played and loved, and anything those topics might spawn. We like tangents, those were always our favorite teachers in high school. Not the circle kind, you know, the kind that go off on an unrelated subjects only to find themselves lost in a wood with no lesson plan to guide them.
We’ve recently recorded a dry-run podcast, testing how the recording setup works and getting our feet wet with talking like we know things. It’s harder than you may think, but in the safety of our own homes, the insurance policy of audacity’s editing power, and Mike’s sexy chocolate vocal chords, we’re going places. Maybe not fancy places, but places nonetheless.
The Rhythm of One
February 12th, 2008 at 1:59 PMI’m sure I wont be the only one using your podcasts as a nightcap of sorts. I’ve found that only Mike’s smooth tones can ensure a nightmare-free sleep. :)
Steve Swink
February 13th, 2008 at 12:28 AMhttp://jetpackbrontosaurus.com/
It is real.