It took almost two weeks of 14 hour days to program this game
newgrounds.com
newgrounds.com
Do you know about http:///www.flashgamelicense.com/ ? If not it's a place where you put flash games to auction and the big portals pay to get their branding put into your game before it's distributed.
1. Time spent on graphics
2. Time spent on level design/creation
3. Time spent play testing
4. Time spent programming
5. Time spent on sound and music
How do you gauge things like this? I mean, does coding the interpreter or items in the game count as level creation? What about prototype levels? We each made at least 5 testing levels to see how they worked and started that about 5 days ago.
Play testing with other people only occurred sporadically for the last few days of development. Getting feedback from sites like Hacker News is a kind of play testing. I'm still tweaking.
Programming is the big one of course. Unfortunately I can't really say how long I spent on it as it intermingles with things like level design and graphics. The levels themselves have a lot of custom code - I wasn't about to make a real level editor for such a short game. And, this being flixel, I wasn't using the Flash IDE to create this. It's mostly code, so I guess almost all the time not drawing, level editing, or making sounds was spent coding.
I got a buddy to make the music, but I made the sounds as they were needed using a synth :) I might have spent 2 hours tops.
How did you go about populating the game world? Did you create your own game editor?
Great game!
The world is actually a collection of text files in a format Flixel uses to make the basic physics. Each level has three files: background, widgets, and enemies. I modified the file parser so I could spawn enemies, doors, and triggers easily.
We used a free level editor to make the text files.
A few comments:
I found that some NPC characters placed themselves in front of things I wanted to use (doors, computers etc.). Perhaps they should either have a minimum distance, or just be mobile so that they don't stay around for long.
A full screen map would be nice, with the areas that you have visited marked in gray. It would make the navigation a bit easier.
First think about what small feature you can add to the game to make it even more addictive. Can you take advantage of social gaming (comparing scores, multiplayer)? The model you have could skyrocket with the right small touches.
I'd wish you luck, but you don't need it :D. Game on!
We'll be adding achievements for sure. And hopefully more levels soon. Some sort of currency/experience would be nice, but not sure how to implement it...
Best of luck man, looking forward to seeing your other games.
I've since updated the green guys to "giggle" before jumping at you. It should give you more time to kill them. The changes should be up in an hour or so (I've had too many views for instant-updates).