Author Topic: Introducing: Graffiti from a lost friend  (Read 338 times)

logFarm

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Introducing: Graffiti from a lost friend
« on: Friday 2017-March-10 10:01:32 AM »
GAME STATUS

The new game is called:

Graffiti from a lost friend

It's a free Android game and can be installed by:

- Clicking the Google Play icon on your smart phone and then searching
  for:
 
  Graffiti from a lost friend

- Point a desktop computer at:

  https://play.google.com/store/apps/details?id=net.logfarm.cubemaze

  then let Google Play install it on your smart phone from there.


Set in a three dimensional environment, the player navigates by
touching controls on their screen.

This free version demonstrates the core of the game which should be
fun because if it isn't then it needs a rethink.

There are 62 rooms the player can access and explore; and although
empty at the moment, except for the odd growth of fungus and some
scribbles on whiteboards, each room is unique. The goal for the player
of this version is to simply visit all 62 rooms.

An Early Access, Preview Release; it would be fantastic if you could
give me some feedback to help me decide whether or not to continue
development.


FUTURE

Lots of ideas are waiting in the wings to be added but if the core is
not interesting enough, then adding features wont help much.

Therefore development will now slow to a few hours a week as apposed
to eleven or more hours a day, while keeping an eye on installation
numbers and most importantly feedback comments.


CUBECRACKER INFLUENCE

This game started with the intention of making a sequel to
CubeCracker.

Fail fast.

Several prototypes were created but didn't maintain the players
interest for more than a few seconds so were scrapped.

Finally, a prototype was made where cube clusters were placed into a 3D
room, a room that the player could move around in 'Battle Zone' style:
(https://en.wikipedia.org/wiki/Battlezone_(1980_video_game))

My Guinea Pig players now stuck with it, even though a room's bland
grey surfaces were without textures and the absence of a ceiling
exposed the black void outside. Enough curiosity was sparked that
they would just traverse rooms looking for Cube Clusters.

I had found a game core.


DOOM INFLUENCE

ID software's Doom game is interesting because of the way it uses 2D
images in place of 3D models, where images have been drawn with 'depth
perspective' making them appear three dimensional. The images are then
continually rotated in game so they always face the player.

The game environment is then filled with complex-looking 3D objects
without the need for the computer to calculate and draw the many
surfaces of a real 3D object because they are in fact single surface
2D images.

Brilliant.

There is one particular 'Let's Play' that I found
encouraging/motivating during my game's development:

IGN :: We Play Doom With John Romero
https://www.youtube.com/watch?v=YUU7_BthBWM


DEVELOPMENT TOOLS USED TO MAKE MAKE THIS GAME
 
- libgdx

  Open Source game development framework.

  https://libgdx.badlogicgames.com/


- Blender

  Open Source 3D creation suite.

  https://www.blender.org/


- GIMP

  Open Source image editor.

  https://www.gimp.org/


- Android studio

  Open Source official Android Integrated Development Environment.

  https://developer.android.com/studio/index.html


- NetBeans

  Open Source Integrated Development Environment.

  https://netbeans.org/


- GIT

  Open Source Distributed Version Control System.

  https://git-scm.com/


- Ubuntu and Lubuntu

  Open Source Operating Systems.

  https://www.ubuntu.com/
 
  http://lubuntu.net/


DOWNLOAD

Home page: http://www.logfarm.net/GFALF.html

Google Play: https://play.google.com/store/apps/details?id=net.logfarm.cubemaze
« Last Edit: Friday 2017-March-10 10:13:05 AM by logFarm »