It’s been a while since I could hold my head up high

I definitely did not write that title so people would accidentally click this blog when searching for Staind. That definitely did not happen when we posted a blog post with Thank You – Dido in the title.

Hey everyone! I know we’ve been quiet lately (real life activities, -shudder-) but we have been getting some work done. Not as much as I’d like, but you can blame real life activities for that. I’ll be on ‘vacation’ for all of next week, but I’ll still be working on Dark like the little nerd I am, so don’t worry about a lack in development.

Right now, our primary focus is getting the PC (Player Character) fully animated and functional. We’re about 2/3 done in that regard, and once that’s finished we’re moving on to the coveted lighting system. Expect more screenshots than you know what to do with once we hit that point!

Our intention is to actually demo the game on some popular sites like GMC and TIGsource; we’re hoping that in doing that we’ll rack up a few more readers and fix some issues with the game. “Why haven’t you demoed your other games!?” you exclaim in confusion. “Because I’m stupid!” I reply energetically, and proceed to bang my head against a granite counter top.

See you all soon!

-Klassic

AFROFARG: A Post Mortem

Alternatively: How we wasted a month and a half of our lives.

AFROFARG was our first and final foray into the world of Tower Defence games. I say this because of two reasons. One: There is very little room for deviation within the genre, and Two: They are just really damn boring to make. AFROFARG was a game that we initially started with the belief that it would take us a week to make while Worthington put together the script for Dark. Obviously, things didn’t go as planned. AFROFARG took us well over a month to complete, and the end result just wasn’t worth the effort.

I’m not saying that AFROFARG is a bad game, because it isn’t. It’s actually quite fun to play, even as its developer. The problem is, very little of the content in AFROFARG was innovative. Apart from the polarity system, which I’m sure has been done before, there was very little incentive for people to take interest in the game. That was the first of a number of problems that I think plagued this game’s development.

Due to the game’s general blandness compared to our previous projects, I think I can safely say that none of us were really all that motivated to work on the game, at least not at the same level as Bun-Dun and Grief. That’s part of the reason why development took so long. There were days when we barely touched the game.

Secondly, and I take total blame for this: The projected resources and time needed to finish the game were severely off. I expected the game to have no more than 50, maybe 60 art assets. In the end, there were over 220. Coding presented a measurable challenge for me, as well. I ran into a number of problems I hadn’t anticipated, and finding the solution to them was time consuming and frustrating.

The game wasn’t a waste of time to develop, not completely. I think all of us (except Worthington, who wasn’t part of development) took something out of the game. Personally, my knowledge of arrays and scripting grew, and I found a few useful ways to improve my particles and overall productivity. Tangleworm and Cariboo can say what they want about AFROFARG, but that’s what I took out of it.

I think there’s something in the Tower Defence genre that requires all successful games in it to be flashy, bright, and effect heavy. All the most popular games I’ve seen have beautifully crafted levels, despite the fact that their paths and tower types are quite typical. I think we severely underestimated the impact of level scenery, and that’s something I’m going to take with me into future projects. No skimping out on scenery, it’s a big part of immersion and atmosphere.

As far as the name goes, I have no real regrets. AFROFARG, while incredibly long-winded and hard to remember, is a name that we decided on to (in my opinion) compensate for the standard-fare gameplay. Why not give a generic tower defence game a name to remember it by? Unfortunately, I don’t think the name helped raise interest in the game at all, though maybe that’s because people never yearned to discover the game’s full name.

It remains to be seen, but so far AFROFARG is shaping up to be our least played game of all time (all time being the past eight months, of course). Hue has less but, well, I don’t really consider that a team game.

Despite the disappointment of working for 1 1/2 months on a game that few people will ever play, I can say with complete confidence that AFROFARG has been a great learning experience for me. Don’t expect us to make the same mistakes again. It’s innovation and blow-your-mind from here on out.

-Klassic

Yay for JayIsGames! Again!

Hello everyone, Worthington here. We haven’t spoken in a while, how is everyone? Good? Good. Enjoying our latest game, AFROFARG (Attack of the Fragrantly Rude Organisms From Another Reality, Golly!)? We know JohnB from JayIsGames is.

Yes, it’s that time again. It’s somewhat routine now, isn’t it? Well, we’re not complaining. These Weekend Download features comprise the bulk of our exposure.

Speaking of exposure, what do you guys think of us setting up a Facebook or Twitter account? Yes, No, Maybe so? Love it, hate it, Why, oh Why? I might get Klassic to set up a poll for this later.

That’s all for now folks, have a good one.
/Fingergun
~Worthington

AFROFARG RELEASED! FINALLY!

My God, I thought this day would come. AFROFARG is finished. There may be bugs to fix, and we may add more features, but the game is finished. A huge weight was just lifted off my chest. I’ll release a postmortem once the game has had some exposure, so look forward to that, as well as announcements for our other projects.

AFROFARG is only on Gamejolt for the time being. Once I’ve given people a chance to post up some bugs/complaints, I’ll fix them and upload to the rest of the internet. If you want to play the game, go to this link:

http://gamejolt.com/freeware/games/strategy-sim/afrofarg/5464/

 

 

Enjoy!

-An extremely relieved Klassic

The Home Stretch

Hey everyone!

After month of hard work and determination (and slacking off), AFROFARG is nearly complete. All that’s left is particles, sound toggles and general testing. I’m not sure if I should bother implementing high scores or not; I’ll figure that out tomorrow.

I want to get this game out to the public before or by June 16th, but at the rate things are going you can probably expect it on Wednesday. Testing and tweaking may take a little bit of time, but we should have no problems hitting our deadline. After that, expect more updates on Dark and potential other side projects.

Thanks for sticking by us during this long month. School’s been hard on all four of us recently, and we’re sorry for spending six weeks longer than expected on AFROFARG. It won’t happen again, we promise. Probably.

-Klassic

AFROFARG Tutorial & Credits

Hey everyone! Instead of confining ourselves to a small game screen (and spending more time than we need to) with AFROFARG’s tutorial, I’ve decided to just type it up as a blog post and combine it with the game’s credits. That way, you can access all the information you need at any time you want. If you expect you’ll be playing AFROFARG where you won’t have internet access, just make sure you save the webpage to your computer.

AFROFARG is a tower defence game in which you build turrets to defend your home base from waves of enemies. You have eight turrets available to you, all of which are described below:

Spark Turret:

The Spark Turret has a 2×2 size and shoots fireballs at the enemy.

Snowball Turret:

The Snowball Turret has a 2×2 size and shoots snowballs at the enemy.

Burn Turret:

The Burn Turret has a 2×2 size and ignites enemies, causing burn damage.

Chill Turret:

The Chill Turret has a 2×2 size and slows enemies for a short time.

Wave Turret:

The Wave Turret has a 3×3 size and sends out waves of fire that damage enemies nearby.

Spear Turret:

The Spear Turret has a 3×3 size and shoots ice spears through multiple enemies.

Lightning Turret:

The Lightning Turret has a 4×4 size and shoots a bolt of lightning that targets up to three enemies per shot.

Freeze Turret:

The Freeze Turret has a 4×4 size and drastically slows enemies nearby.

AFROFARG is controlled using your mouse alone. Left Click selects and builds. Right Click cancels a planned build. M and N are toggles for Music and Sound respectively. Escape will open a pause menu during game play, from where you can quit to menu or continue playing. NOTE: There is no saving or high scores for the time being. If there is a large enough request for these features, we will add them in.

There are six types of enemies that you must combat. These enemies come as either fire, ice or normal. Fire turrets will damage ice enemies, ice turrets will damage fire enemies, and both turrets will damage normal enemies. Place your turrets strategically. Note that status effects (such as slow and burning) will still work on enemies of the same element, just to a lower degree.

Basic Enemy:

Basic Enemies are just that: basic. They have average health and speed.

Fast Enemy:

Fast Enemies move fast, but have less health than normal.

Tank Enemy:

Tank Enemies move slowly, but have a lot of health.

Burst Enemy:

Burst Enemies explode into four weaker, smaller enemies upon death.

Transformer Enemy:

Transformer Enemies change between fire and ice periodically.

Boss Enemy:

Boss Enemies have a lot of health and move at normal speeds, so you’d better be prepared for them.

Upgrades can be used to improve your chances of survival for a short time. There are 4 different upgrades; Speed up, Damage up, Money up and Slow down. Speed and damage up improve your turrets’ firing and damage. Money up increases the amount of money you earn from each kill. Slow down… slows the enemies down. Duh.

Upgrades only last for a short period of time, so use them carefully.

Your score is affected by a number of factors. Killing enemies, starting waves early and ending the map with high health will all contribute to a large score. Try to launch the next wave as soon as possible, but make sure you’re ready for it!

Credits

Klassic:

  • Project Manager
  • Lead Coder
  • Level Designer
  • Co-Designer

Tangleworm:

  • Lead Artist
  • Co-Designer

Cariboo:

  • Sound Designer
  • Public Relations

Quality Assurance:

  • Worthington
Alexander Goncharuk

Music composed by Tangleworm and Alexander Goncharuk

Thanks for playing!

Well then.

This is only somewhat related to anything, but the blog has been dead lately and I feel the need to explain.

AFROFARG is almost done. Seriously. Not kidding. It’ll be done in a week or two. Maybe less. I dunno. Seriously. Totally truthful.

I planned to spend most of this afternoon working on the game, but we had an unexpected… set back. Namely, a hostage situation near our school. We were held up after school for an hour while we waited. That sucked. A lot. I lost a day of work. Dumb hostages, always ruining my plans. I’m kidding, of course.

We’re also working on a very small interactive novel. Don’t ask about that, it’s nothing major. It’s just a small project to work on whenever one of us has down time.

More updates soon, I promise.

 

-Klassic