Category Archives: Mock Art

A Darkening

This weekend has proven itself to be frustrating and difficult.  Trials and tribulations – I almost need them to remind me why I started making this game in the first place.  Sometimes life takes unexpected turns.. so unexpected that you wonder if you’re dreaming – and if reality is sitting back somewhere waiting for you to wake up.  Sometimes the dream, your current reality, is good.  Other times, it isn’t.  But our own reality, like dreams, can change as quickly as the weather.. and I think that’s what this game is going to be about.

Development progress has been slow, however I have reached a small milestone in that I can finally load XML level files back into the editor for the most part.  This is a crucial piece of development, so that I can lay ideas down in the form of levels and revisit them later.  Even with the help of tinyxml2, this is proving to be more complicated than I initially thought.  I’m more used to working with binary or JSON file file formats instead, but I’m taking advantage of this opportunity to learn XML.

There is still much to be done, including the ability to edit the background and foreground layers.  I’m intentionally leaving the default background color hardcoded to an ugly color, to force me to implement placing game objects on it sooner than later.

I also downloaded Pixelmator (sorry gimp) for the bamboo stylus and retina support so that I can start making more mock assets for the game.  My artwork is still looking pretty ugly, but I’m hoping to improve over the next couple months.

Throwback :: Kid Chameleon

 “We become what we think about, and everything that we are right now…is the sum total of everything we’ve thought to this period.”  -Brian Tracy

Does anyone remember this game?  It was definitely ahead of its time.. at least for the Sega Genesis genre.  There was something overly simplistic about it’s nature, especially how the game starts – the main character, and a single simple enemy to overcome.  While some games prefer a slightly more aggressive learning curve, kid chameleon eased the player in slowly because it was going to be a long long journey.  This game featured over 100 levels, which was pretty unheard of at the time.  As a kid, the sheer length of this game always intrigued me.  So much so, that after the game cartridge disappeared during a move, I actually bought a second copy.

It comes as no surprise then, that the development team for KC must’ve put a lot of work into putting the game together, especially with early 90′s game development hardware and technology.

An excerpt of the ending credits for kid chameleon

They say imitation is the most sincere form of flattery.  There are definitely some elements of KC that I’d like to use in game design, and others not so much.  The hit point system, and the crazy number of character abilities (helmets) makes for some hectic and somewhat frustrating gameplay.  Additionally, all of the warp zones and “where am I” feel made me dizzy.  On the other hand, the dynamic lighting effects and weather during some levels was very cool, not to mention the ability for some of the characters to fly.  Either way, subconsciously or consciously, I can definitely see elements of kid chameleon coming out in some of my development.