Thursday, February 19, 2015

Potato Clock Schemes: Anticipated Release Dates

I really shouldn't do this to myself but I want to stay on track to have these all finished by the end of summer.

Release Date Goals:

Rogue Matrix ........... Finished on schedule
RGB ...................... Finished on schedule
Jack Ham Zero ......... 03.01.15
CockBlockaz ............ 04.15.15
Sunrise Sunset ......... 05.15.15
Giraffe Adventures .... 06.01.15
SquareWave ............ 08.01.15
Lucha Cerveza ......... 09.01.15

I think I'm being conservative here? I'm trying to take into account my job, school (including an accelerated summer course which I suspect will leave no time for game development), the Zygotes project &, you know, doing other shit with my life.

Oh yeah, & I added another game to the list. Forgot about Lucha Cerveza! How could I forget about Lucha Cerveza?

Tuesday, February 17, 2015

Jack Ham's Maze of Tribulations 2015 Update

I've made some minor updates to Jack Ham's Maze of Tribulations & uploaded the new definitive version to the Potato Clock Games website. Here's what's changed:

1. Picked some low-hanging fruit to reduce the filesize &, more importantly, loading time. I mean, the load time is still bullshit. I could do a lot more optimization & maybe I will someday, but this feels good enough for now.

2. Pushed through a bunch of little bug fixes, mostly involving the player getting stuck in walls & on George Washingtons due to cruddy collision detection. I didn't fix the cruddy collision detection, Ok, I just hacked out the bugs. Some of them.

3. Most importantly, & the reason I wanted to update the game in the first place, I rebalanced the end of the game. It's easier now, or, I think more accurately, it's less unfairly difficult now. There were occasional impossible-to-avoid fireballs, that kind of thing. The fireballs are a bit slower now & their hit boxes are a bit smaller so if you get hit it's your own damn fault.

Other than that it's the same game. I just wanted to give the fans a fair chance to experience the game in all its glory ahead of the release of Jack Ham Zero, which is very nearly complete! Give me like two weeks.

Friday, February 13, 2015

RGB Design Document

Found this in a notebook sandwiched between 2 pages of notes on floating point representation. Sort of an interesting artifact:

(Click to enlarge in case you've never used the internet before.)

This represents the first time that I bothered to plan shit out before coding a game. That's sort of  lie, I had already taken a failed crack at this game & decided to sketch out the next version, mostly because I am a rebel & was not paying attention to a lecture on floating point representation. Anyway, it turns out that a little bit of planning doesn't turn a bad idea into a good one but it does allow you to make crappy games more quickly & less buggy.

Tuesday, February 10, 2015

Jack Ham Zero: Soundtrack Update #2

Gonna kick this one off with a sneak peek of the Jack Ham Zero title screen & this link to download the title theme:


I just finished the minecart level music & put it into the game. The music control structure (which plays/stops the various tracks at the right times) is complete & I'm sound mixin', bug fixin' & filling in the sound effects gaps as I go.

Sunday, February 8, 2015

Jack Ham Zero Origins & Futures

I'm not saying that I have any idea of what I'm doing now, but back when I made Jack Ham's Maze of Tribulations I really, really had no idea what the fuck I was doing. When I finally finished the game I began working on an overambitious sort of new game plus called 'Brutal Mode.' There were more difficult versions of every level in the game plus a bunch of extra non-puzzle levels; a space shooter level, an obligatory runaway minecart level, and this ridiculous sequence where George Washington gives you a sword & you cut down police officers while he robs a liquor store. They all ended up being unplayable piles of bugs, just festering masses of earwigs crawling over the top of each other. I shelved it all & called the game complete sans Brutal Mode.

But, you know, I can't just let shit go. Plus, I mean, robbing a liquor store with George Washington, come on. So a few years later I put some work into making the levels playable (not GOOD, mind you, but playable) & then built a few more puzzle levels to put in between the new action levels & there you have it, it's most of a game. I let it sit for another couple of years before going back over it and taking care of all the tedious shit that turns a collection of levels into something that feels like a game (title screen, stupid plot, that kind of stuff). Then I got distracted again, that was probably like a year ago. & all of that took way longer than I have any way of justifying but now I'm close enough to finishing, there's just no reason not to.

At one point I had imagined the Jack Ham franchise stretching over 5 full games including a Benjamin Franklin spin-off game called Franklin's Quest: Semiconductor of Doom (I am sweet at titles & schemes, not so much at actually making games). I'm still thinking about rounding it out as a trilogy eventually; the puzzle levels are really fun to make & I have a few Jack Ham plot points that I need to get off my chest. I'm letting that simmer in the back somewhere, for now I just want to laser in & finish up Jack Ham Zero. I've been getting some more work done on the soundtrack, stay tuned for an update.

Thursday, February 5, 2015

Jack Ham Zero: Soundtrack Update #1

I've finished up the title theme as well as the new version of '40's with George' & I'm really happy with both of them. The title theme is a goofy mock-metal jam, following in the footsteps of Jack Ham's Maze of Tribulations. '40's with George' is mostly just a new mix of the original version; I also made it a little bit longer & added a beepy interlude before the last chorus.

I threw together a first version of the music for the minecart levels; it's basically just a revoicing of the music for the space levels. The minecart & space levels serve similar functions in the game as weirdo action levels in between the puzzle levels, so it feels right for them to have similar music. Also, I don't want to put a whole lot of work into the minecart music; there are only 2 minecart levels, each about 1 minute long, & they're so stupid that you're actually allowed to skip the second one.

I'm thinking about making the boss jam a midi version of the title theme, which means I only have one song left to actually compose. So far so good.

Tuesday, February 3, 2015

Jack Ham Zero & The Return of The Zygotes

The next game I'd like to tackle is Jack Ham Zero, the riveting prequel to the second game I ever made. It's pretty much finished except for the soundtrack, & here's where that stands:

1. Title Theme: Written & recorded, just need to nail down the final mix.
2. Untitled Grass Level Jam: Complete! Er, except for the title.
3. Untitled Space Level Jam: Also complete!
4. 40s With George: This was a hidden song in the first game but I want to rework it a little.
5. Untitled Boss Jam: Does not exist yet.
6. Untitled Cave Level Jam: Does not exist yet.
7. Untitled Mine Level Jam: Does not exist yet.

Really hard to say how long this will take, maybe a couple of weeks? I expect to find some bugs & gameplay things I want to change so probably tack another couple of weeks on to that. I'll set the goal of finishing this in one month. But we'll see.

I've also got another project on my plate; Benny Lantz & I have resurrected the Zygote Intrafallopian Transfers video game. This was a project we started a quite a few years ago & was actually the reason I got into game making at all. The idea was to make a minigame for every song on our album, Sex & The Scientific Method. We only ended up making one game (Aliensexist, available at the website) before running out of steam but WE'RE BACK, BABY, making a little Castelvania-like game. I've been working on programming a respectable platforming engine while Benny's been getting his sprite on. Screenshots soon! Probably!