|Posted by neogenerationgames on June 12, 2012 at 7:30 PM||comments (0)|
We welcome Melessa Williams and Good Venson to the Neo Generation Games Team! Melessa Williams has been playing video games since she can remember. And now, she is our official tester of all Neo Generation Games. Good Venson was inspired to get into game making because of our very own "Neenjah Inna Wear Hauz". He then is now a fellow games programmer and designer. We all met at the CollegePlus! Forums and Chat.
The future is bright for NGG!
|Posted by neogenerationgames on May 18, 2012 at 1:50 PM||comments (0)|
The God, Girls, and Game Design blog is a much more personal and broader blog by our founder. It focuses on a much wider range of subject matter. It is also more updated frequently.
Sample Blog Posts on Game Design:
|Posted by neogenerationgames on December 25, 2011 at 9:10 AM||comments (0)|
Merry Christmas from Neo Generation Games! The year 2011 was the most fruitful year for us, but we expect 2012 to be better. We have seen the release of most of our games, and now we are moving on to new markets. We aim to hit the Apple App Store and the Android Market this upcoming year. Also, Neo Generation Games is now partially outsourcing its services for free to churches and Christian organizations as it grows.
|Posted by neogenerationgames on December 17, 2011 at 11:00 AM||comments (0)|
Our game Shark Week!!! has been "imperfectly" ported to HTML5. It is now undergoing open beta testing on Facebook.
Many thanks to our contributors(more to be added):
Thyanne and Dythanne Garcia
Those that help test Shark Week!!! will be featured on the Credits, on the Facebook Page, and on this blog page. Head to the App for more information.
|Posted by neogenerationgames on October 27, 2011 at 3:10 PM||comments (0)|
Our first HTML5 game(still a work in progress) is coming along. We are using Construct 2 since GMHTML5 is $99+, which we do not have much money to spare. We have hosting issues, so it's only available as a zip download.
|Posted by neogenerationgames on August 16, 2011 at 2:05 PM||comments (2)|
Today I will be addressing concerns about Ground Zero CLASH. One of those is how Neo Generation Games will release an competitive RTS that will rival commercial strategy games, using, of all things, Game Maker. We won't. Our goal is simply to createthe best RTS possible in Game Maker, and hopefully innovate in ways that commercial(or even indie) RTSes haven't. We have plans to reboot GZC in the Spring engine if it succeeds.
What sets GZC apart from other RTSes? Good question. The original goal of GZC was to incorporate classic RTS gameplay and not introduce anything too new. But as the design evolved, I realized that because this will be the ultimate RTS in Game Maker, I needed to introduce some new elements.
1. Semi-linear Campaign:
Linear RTSes are the norm. Games like Command and Conquer and the original Starcraft are examples. The player is presented a campaign of a certain faction that he is required to finish. The C&C Tiberian Sun game deviates from this formula, but player choices do not affect the story or the ending in any way whatsoever.
In the opposite end is the more rarer non-linear RTS. A non-linear RTS would be more like Jeff Wayne's War of the Worlds or Rise of Nations. The player can engage in grand strategy before going into a more tactical view. The main drawback is that there is a lack of focus or wide objectives.
Of course, this is not always a bad thing, but the aim of GZC is not a grand strategy, but a player and character and plot-driven story. GZC's campaigns are semi-linear, somewhat like Starcraft 2's campaign but modified. First, there is the world map. The player is given a home base to manage, ala Warzone 2100. Most extraneous activity other than combat is done here. Stuff like economy or research or recruiting is heavily emphasized. Unlike Warzone 2100, you have the option to explore the world map and partake on missions or respond to enemy movements. But there is a story, a climax to attain. Of course the ending is determined by the player, but the flow of the campaign prevents a war of attrition/dead lock/unending war.
The player is limited in their technology trees. It is not possible to gain all technology in one game. Technology also drives the story through paths. This can be seen in Starcraft 2 and Warrior Kings. Technologies must be researched, stolen, gained, copied, scrapped, and what-not. And then technology is used to make new units.
Most of the economy is done in the home base, but players can expand. However, it is cheaper and faster to transport troops than MCV(Mobile Construction Vehicle) type units to battlefields. Mining and recruitment outposts will generate more resources.
2. Variety of Mission Types
A different mission type is calculated for every mission. Sometimes it's because of random events(like weather) or the opposing AI's style(stealth attack or whataever) or something else entirely. You can also choose your mission objectives(provided you have advanced far enough in the leadership of your faction) and delegate AI assistants. This contributes to the variety of missions possible.
Some mission types would include a Tower Defense type mission, a Defense of the Ancients type mission, and a few others I cannot name.
Also, on the battlefield, Encounters, mini-missions generated by the Storyteller Medium, provide more variety than just restricting the mission to one type.
3. Independent Heroes
Unlike most RTSes(and games), where the player controls the hero, the hero is independent of the player. If they deem it necessary, they will use their special powers.
The heroes also advance their stories in the battlefield. When they fight opposing heroes, dialogue is exchanged, and an epic battle ensues.
4. No Premature Game Overs
So you didn't finish the mission objective? Big deal. Retreated to a nearby section? It's okay, you can invade again. You can leave a map without surrendering to deal with the world map and grand strategy, described in the next section.
The only time a game over happens is when ALL of your forces are destroyed or you yourself(your commander character in the game, very rare occurence) is dead. In theory, you can wage a guerilla warfare in an enemy-occupied city.
5. Real Time Grand Strategy
You thought that the world map actions were turn based? Spent too long in a map? You may be shocked to find out that your enemy wiped out a few of your bases while you were focusing on a single area. You can delegate AIs to fight some battles for you when you are away. See "Delegation of Powers".
Aircraft can scout on the world map. Off-the-map airstrikes on the battlefield, too, are dependent on the world map. The farther the aircraft is, the longer it takes for reloads.
This may be subject to change.
6. The Storyteller Medium
Presiding over the storytelling of GZC is the Storyteller Medium. You can read about it in its own post.
7. Pausing Battles to Issue Orders
What I thought was a neat idea from Kingdom Elemental, an indie Real Time Tactics game, was pausing in the middle of the battle to issue orders. Of course, this cannot be done in multiplayer. This makes micromanagement more easier to handle than in a fast-paced Starcraft game.
This may be subject to change.
8. Delegation of Powers
Submarine Titans RTS had the option for AI Assistants. They either manage your economy or military or both for you. GZC takes this to the next level. AI Assistants are now characters with personalities. They can help you on the battlefield or on the world map. At anytime, you can take over for them.
AI Assistants are exactly the same as the opponent AIs, but they are on your side.
So in retrospect, I did not list any new graphical elements. That is because there won't be any new graphical elements.
|Posted by neogenerationgames on August 2, 2011 at 1:32 PM||comments (0)|
I was to enter in a "Falling Sand" game in the GMC Jam #3, but I am late due to some technical difficulties(I may put it up anyways at a later time). To those who don't know what a "Falling Sand" game is, it's essentially a two dimensional interactive sandbox game world. You can create sand, water, and other elements by painting them on the screen. It's really cool to see those particles interacting. Some "Falling Sand" games have special elements like zombies, bee hives, growing plants, and circuitry complete with electricity and machines.
Particles and anything that can number to the thousands are handled notoriously slow by the Game Maker interpreter. At first this prevented me from starting one before. It required a bit of foresight to solve the problem.
Instead of using the obvious object as a single particle, I opted to use database grids instead. Objects contain multiple variables, which will be unnecessary for this endeavor. Besides, "Falling Sand" games are simplistic in graphics and gameplay.
The method I chose created a grid the size of the playing field. Each coordinate contained a number that identified the particle in that coordinate it was in. This was the easy part.
The hard part is parsing and executing the grid. My first attempt was to parse the grid from top to bottom. This created a problem where a falling particle fell all the way down in one step. I then made it parse from bottom to top. Problem solved.
However, later when I was creating fire particles, the opposite became true. Fire floated up in the air, and so I found the fire particles get to the top of the screen in one step.
I solved this problem by making the parser parse every other line in one step and parse the remaining lines in the next.
Currently, my game has about 25 elements you can create and interact with. I'm going to release it soon, so stay tuned!
|Posted by neogenerationgames on July 29, 2011 at 12:38 PM||comments (0)|
It's the end of July. Apparently it is the choice time for some game making jams.
Ludum Dare: http://www.ludumdare.com
Christian Developers SpeedGame: http://talk.christiandevs.com/viewtopic.php?f=17&t=3311
And here's a gameplay video of my GMC Jam #2 game Waiting In Line: http://www.youtube.com/watch?v=MXcwQ2Wk-v8
|Posted by neogenerationgames on July 8, 2011 at 10:52 AM||comments (0)|
The Storyteller Medium is an RTS storytelling device for Ground Zero CLASH. It is designed to overcome the hurdles of storytelling that have plagued strategy games.
It generates "encounters", moments of story and gameplay combined into "storyplay". Encounters can be set in the map or randomized. An example of an encounter is an ambush, or an epic, heroic battle, or a superweapon construction.
But these encounters only partially emerge from gameplay. They are not fully a result of player's actions, but follow storytelling conventions of conflict, climax, reversals, and so on. Dialogue and character unit interaction is shown.
To learn more, stay tuned!
|Posted by neogenerationgames on July 8, 2011 at 10:45 AM||comments (0)|
Yay for Stencyl!
Stencyl is an easy-to-use Flash Game creator. This will be our primary tool for Flash development, or at least until Game Maker supports Flash and iOS development. Game Maker will always be our primary game development tool, however.
It features StencylForge, a resource sharing utility, and a strong community. It also has Kongregate support.
Try it out right now!