That’s it! Giant Margarita’s anniversary games jam is done, and Baggage Handler is the result 🙂
It’s done, in so far as we have a playable game, with lots of modifiers – woo!! There’s still room for more work to be done to clean things up, and add bits and pieces, but that’s enough for now 🙂
This is our final consolidation and player testing photo. Notice the blank screen as we blew out Lindsay’s machine…Oooops 😉
Anywho…It’s going to be released first on the Ouya, then other consoles so keep an eye out for it soon 🙂 It’s one of three products we’re going to take to Tassie’s Festival of Bright Ideas in August, as well as PAX in Melbourne in October – so come along and play with us at one of those, or any where else we happen to be spruiking for play testers 😉
It’s been a long weekend, so now we’re all off the the pub!
Thanks for following (and thanks Tristan for playtesting)!
Giant Margarita, out xx
Just Friday I talked about how you don’t really see out-of-memory errors due to modern virtual memory systems… Just crashed Unity twice with out-of-memory errors…
Only four more hours to go…
You can start to feel the stress in the room building up, a few more swear words, and threats to the gods of Unity slipping out 😉
They’re powering through though, with Ian doing the interactions of the baggage cart, Ben is drawing icons, Aran is on music, and Adam is cleaning up the title screen. Lindsay is working on skid marks that appear when you turn corners….zoooooom 🙂
Also, Fuzzbutt is still going strong, and just doing a little network admin for us 😉
So, as it turns out they weren’t all taken by zombies, but these faces could be mistaken for a zombie walk 😉
So where are we up to now? It’s our last day of jammin’, so it’s the day we put all the bits together, and make as many variations as possible :).
Last night we developed a new and improved UI, as we wanted it to be better styled for the game and have a consistent airport theme. Oooops, I said it! Airport! 😉
Yep, it’s a game set in an airport, an it’s called…da da daaaaahhhh…
How cool is that?! 😉 It’s a multiplayer competitive game about riding around on a baggage cart, picking up and delivering luggage as fast as possible, while avoiding random passengers, incoming planes, and all your other baggage-stealing foes 🙂
So, right now we’re working on bouncing baggage, dealing with the long chains of baggage carts, implementing sound, completing VFX, and making UI icons 🙂
After a quick 5am-9am nap, the MVP of the games jam Kristy (highest blog post count, most caring/supportive, most food provided) made dinosaur toasties OMG
Heading into the final stretched we ALMOST have a game. It will be a marathon effort but with this to fuel me, we might just get a kick ass game 😀
Twas the second morn of games jam, when all through the house not a creature was stirring, not even a mouse…
I was testing an edge case, (bad things happen to orphaned luggage sometimes) online casino but that just meant I had to play for a while 😉
(Actually almost none does ;P)
In the first screenie below, all of our pickups are like a giant shield of craziness at the front of the player … and the second shows what was supposed to happen. Much better 😉
We have a secret visitor…Kingus!
He bought us provisions of sugar snakes and whizfizz 🙂 But given the super secret nature of our work (apart from the number of photos I”ve posted ;)) we made him sign a “NDA” 😉 It”s soooper official 😉
He”s going to do a visitor blog, so here he is….
After an absolutely unproductive day where the my highest achievement has been completing 2001″s “Wet Hot American Summer” I decided to see first hand what real productivity looks like.
Although I can not share any details about the game itself I can give you an overview of the atmosphere here at Giant Margarita”s Game Central.
First of all the smell is surprisingly OK beste online casino for a bunch of people who have only had time for ingesting, digesting and furiously generating the components for their next hit.
The fundamentals of the game are done and so the main focus at the moment is creating objects. No doubt tomorrow will involve furiously tying all these together and adding the last spit and polish to make their creation into a user serviceable barrel of fun.
The good news is the team is working well together and no giant fights have broken out, apart from SVN commits being frustratingly slow over a non-NBN connection.
Personally I am excited about the concept. Like party golf I can tell this is going to be another fun and very shouty team game.
How do I make this internety thing do the posting?..
Not quite there yet, but were’ nearly at 24 hours of games jammin’. A lot has been done, and we’ve still got so much left to do, but all looks great for a strong finish and completed game by this time tomorrow 🙂
Time for a recap?
So far, we have the basic player movement, basic collectibles, a whole bunch of customisable options for the way the player works – just like Party Golf if you’ve seen the product of our last games jam 🙂 We also have lots of art assets like characters and models and even hairstyles 😉
Ian has taken a break from the coding right now, and is working instead on level design. He’s doing that so we have a first example of the process so that others can then take on that task and complete the rest of them.
We have done lots of tech, but not much finalised yet 🙂 But it’s getting there 🙂
On a super exciting note, Ben has made me a super cool customisation, that we’re going to use in a phase called “Boss mode’. Cos I’m the boss and I like pink ;P
Mentally, we’re all tired but still excited:)