Tune Project Update #3

Meant to post this yesterday but got wrapped up in what I was working on:


Prototype B (most recent)

Prototype A

That build actually has my new dynamic parameter setting system in place, it’s just not hooked up yet. What I got wrapped up working on is a UI prototype, how the UI is going to hook into the various parameters, making it feel good and so forth. I’m pretty far along with it, just not quite to showtime yet. Once I have that done I can hook it back into the prototype above, write out a three-mechanic tuning progression, and implement it. At that point, I should have a reasonable proof of concept for this whole ‘making a game out of tuning game mechanics’ thing :) . Huzzah!

In other news, I updated the game section of the site with nice little thumbnails and links to all the games I’ve posted, including the up-to-date prototypes for Tune. Also, I updated Swinkeroids with some actual gameplay, making it quite a bit more fun to tinker with.

Look for a rant in the next couple of days about how I’ve been watching the entirety of Deadwood and The Proposition, playing the Deadwood Virtools Game and Gun, reading “Killing Monsters“, and how all these things in conjunction led me to an interesting musing about violence in games.

3 Responses to “Tune Project Update #3”

  1. Joel
    June 14th, 2006 | 6:17 pm

    I couldn’t get prototype A to work at all. I’ve tried it a couple of different times, but none of the controls seem to be doing anything.
    Prototype B causes me to rub my hands with girlish glee. I have the best time when I’m able to build momentum and keep moving, jumping across gaps and sliding along curved platforms to rocket me to greater heights. I found a top-tier area right next to were the sky ends that has a bunch of blue blocks, and had a blast knocking them over so I could ride them off the platform and onto the ground. The gooey-smoky guys are also fun to watch crawl around, and their particles kind of remind me of the shadow enemies from Ico.
    Interesting note: I found myself instinctively clicking the screen several times, thinking I was going to get a Bionic Commando-style hookshot. While the prototype doesn’t really play like Bionic does, I get the same feeling of momentum importance that Commando emphasizes. I eagerly await where you decide to take this.

  2. Dosou
    June 30th, 2006 | 12:04 pm

    Prototype B is wonderful, and I like the feeling of jumping off of walls and getting way up high. But once while i was attempting to go into the C shaped thing, i went at a strange angle and started flipping randomly and fell in front of the ground and i couldn’t do a thing.

  3. June 30th, 2006 | 5:19 pm

    Yeah, there’s a way to spike yourself and cause the physics to freak out a bit. That’s the kind of thing that’s time consuming and not so very fun to track down so I didn’t bother with it for this version. You know, since you can just hit ‘refresh’ and restart it :) .

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