As there's now a few folks around here that are making games, I thought it might be fun/interesting/useful/inspiring to have a little discussion thread for showing progress, sharing ideas, testing feedback and anything else related to the fun world of making games happen.
We can, should and will cover all aspect of development, from prototyping, design, art, audio, mastering/release and even promotion if neccessary.
Off the top of my head, these are the people i can think of and their areas of expertise
random_dave - Design, testing, limited programming, 2d art, 3d art and audio production skills
retroshaun - 3d artist
Septic Lemon - Design, currently making Perfect Red with multimedia fusion
Aidie/British IBM - Made lunar panda (can't remember the details of the roles and people involved)
Vipp - Was looking to start playing with Multimedia Fusion
Nurmix - Music
Brumisator - Music
Part of this I think could be used to collaborate on a Marvin Milk project. I'd had a little think about what it may be, but i was stuck with either some sort of fluid dynamics stuff like Archer Macleans mercury, which i feel is a bit too much to be taking on, or a loco roco style thing, which would probably be a bit too ambitious to make the milk blob move and deform in a way that I would want.
I guess there could be something that could be done with a Marble Madness or Qbert sort of isometric thing, with cereal based enemies that you have to chase and make soggy before heading accross the spoon bridge to the mouth exit, but i'm not sure how you'd die, maybe from the inertia making some enemies hard to chase along narrow paths, and the occasional tile that is a drain that marvin would fall through.
anyone else have any ideas
My current work in progress, which has gone on far too long, but now may be getting close to a release (would be nice to do by the end of the christmas break is James & Watch - Arm, which i decided to do after a live news where Scott said it would be cool if someone made a game based around the arm breaking incident.
It started off very similar to Ball, but to keep it consistent with the story I've had to make some changes, which i think negatively impact the ultimate gameplay, but at the end of the day it's just a silly thing to complement the show.
I'll be looking to release on Linux and Raspberry Pi first, then possibly Leapster GS, Android, Dreamcast and PSP, as i have built it around SDL 1.2, but I used an SVG library to be able to have my assets look like crisp LCD objects at the vast range of resolutions that the rPi could be using, and I've really struggled to compile this under Windows, so that should come when i make a set of assets and renderer for the PSP using SDL_gfx instead, but I don't think i'll be as happy with it as it will have to scale raster versions of the assets instead of being able to use nice crisp vector stuff.
I was also thinking of making an actual handheld version using Scotts 3d printer to make a case, but haven't thought of the best internal hardware for this, so may instead just make a giant version that may need one person on each of the directional buttons which could be cool to take to expos for people to play, and have high score competitions on
anyway, here's some work in progress of the play area/marquee