This is my game making site. I've been making experimental game prototypes for a while now and I will try to release a game every month.
- MenuCity (1073 downloads)
- Bugger (876 downloads)
- Jonas IceCream Stand (566 downloads)
- The Chronicles of Bim: The 100 Fake Afros (408 downloads)
- Black and White (385 downloads)
- A Geek Valentine (305 downloads)
- Balls (280 downloads)
- Beebop The Island Hopper (155 downloads)
- Where's Teddy? (91 downloads)
- Where's Teddy?
- Game Design Analysis: World of Goo
- Generating ideas
- Competition Feedback
- Postmortem: Beebop The Island Hopper
- Beebop The Island Hopper
- Dream Games (1)
- Feedback (1)
- Game Design Course (3)
- Game Making (3)
- Games (10)
- General (2)
- News (6)
- Postmortems (7)
- Prototyping (2)
- Puzzles (1)
- Themes (9)
- Timeline (1)
- Walkthroughs (1)
- Webpage (4)
- Beebop The Island Hopper
- The Chronicles of Bim: The 100 Fake Afros
- The games that make me who I am
- A Geek Valentine
- February gets Themed: Rejection
- Jonas IceCream Stand
- June 2010
- May 2010
- April 2010
- March 2010
- February 2010
- January 2010
- December 2009
- November 2009
- October 2009
- September 2009
- August 2009
- July 2009
September 24, 2009
Postmortem: Bugger
It's time for the follow up on my latest game Bugger.
Wow it seems like forever since I begun this monthly game business, but it's only been two months since I first thought about this and here I am having finished my third game. I've really come a long way, in the beginning I though I'd only make state of the art crap games. Like I would struggle to even get a Tetris up and running. That's partially why I decided to make Balls.
Anyway I started out with a small idea: speed-typing. It later turned out to be bugs you killed, but that's of minor importance really. They were supposed to bind to the theme Failure by letting the average gamer feel how a programmer fight for his life against bugs. Bugs are for those who don't know errors in your program - they can be as simple as a wrong letter in the wrong place causing havoc in the game or a bigger thing like a fundamental flaw in your game. Think about the balls who got stuck in mid-air in Balls. That's a typical bug...
If I followed the theme good or bad you be the judge. Personally I don't think it was as clear as I'd want it to do but meh.
The game itself took 25 hours to make - but more than 5 hours of them was me having a break...
Here's a little jummy pie of what took time:

Compared to my two other games I spent a bigger part on both graphics and level design - and that was sourly needed imho. The "embedding scripting" part is where I built in the ability to build levels from lua. I think the result was really good and it saved a lot of time just being able to edit a file without having to recompile every single little change.
You can make your own levels too, just open the "levels.lua" file in a text editor and make your changes. I won't explain anymore since it's really simple.
I'm also using about 1/5 of my working time to rest. Jikes! That's almost too much. But I dunno, it really hurts staring at your computer screen hour after hour. My longest session - without a break, even a bathroom one - was almost five hours. I totaled more than 10 hours that day I think.. As always I do the bulk of the work when I'm out of time. The last two days were responsible for at least 90% of the work!
I guess you could say that's a lesson: you're most productive, and ambitious, when you've got a smoldering iron up your ass.
Posted by Jonas Hietala in Postmortems | Tagged Postmortems, 7days

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