[GAME][WIP] I am making a game "Launch Meat". - Android Apps and Games

Introduction​​
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Hello xda. Dblfstr here with a New Year's resolution. I have been toying with android for quite a few years now and I think I am ready to actually develop something on my own. This thread will be dedicated to the ongoing status of my game "Launch Meat"
To begin, I know I am going to make a side-scrolling platformer (Think Super Mario Bros., Contra, Mega Man, etc). However, since The new year has just begun, I am only in the idea phase. Still thinking about story, characters, bad guys, plot, all the things I need to decide before I actually start coding.
I am working now with my wife and my children to come up with ideas. My son has a very, very, wild imagination, and my daughter is becoming an excellent artist. That with my wife's ability to predict the future (can all women do that?), we should be able to come up with something fun and entertaining.
What I ask of you, and it is not mandatory, is for input on all of the topics above. What makes a good game? What would poeple like me and you like to play. What do you think the next hit game will be?
Now I am not looking to make millions or even tens of dollars. I just want to make a fully functional game. Think of it a test, a first step into creating something really worthwhile. That does not mean I do not have expectation for my game, but I am realistic.
Of course, since this is the beginning, I do not expect a lot of traffic here, nor do I expect someone to provide me with the next million dollar idea. I made this post now as a place holder and possibly an idea pool.
That is all I have for now, but here is to a new year!
-Dblfstr

Concept Art​
Initial Sketch of Protagonist
Initial rendering of Antagonist 1
​

Story Line/Concept/Ideas​
Developing story:
Back-story: There is a planet [unnamed] that hosts a race of Turkeys. These are not turkeys that we know and love (to eat), but a rave of un-featherd turkeys with no heads. (Cooked Turkeys). Many years ago, before civilzation, the turkey race transplanted some pioneers onto earth. There they would colonize earth and spread the species. However, the humans evolved faster and rose to the top of the food chain. The turkeys slowly (devolved) grew feathers, and heads and became the turkeys we know today. (Still needs some detail)
Our hero is on a mission to earth to reconnect with his turkey brethren, and see what kind of advancements they have made on earth. Of course [something - possibly a breach in the hull, causing his supplies to be scattered over various planets and celestial objects] goes wrong and our hero is left stranded on earth and must collect fuel and parts for his journey home.
He searches to not only reconnect with his long lost turkey race that had been placed on earth centuries ago, but to seek help from them in fixing his ship for his eventual journey home. He finds some of his turkey race on a farm a quickly realizes that things had not gone according to plan; that the race of turkeys on earth have devolved into the turkeys we know and love (to eat). This devolved race have not worn their suits and helmets for so long that they have grow feathers to survive the earth climate (No longer cooked turkey race, but regular earth turkeys). Our hero realizes what has happened, and that they cannot help him, so he decides he must rescue (a few) turkeys and bring them back home with him, to let his people know what has become of the earth settlers.
(I am thinking they are born raw, and naturally mature to cooked, or the cooking process helps with space travel... idk)
Throughout his journey he must collect items: fuel, food, coins, ammunition, a survivor, to complete each level.
more to come...
Old:
Some creature/character has to do something during each level. Each level has a common goal. Is there someone to save, someone to defeat? Broken up into 16 levels? With 4 (to begin with) sections.
Not a puzzle game.
Adventure?
Collecting items?​
-Ideas "Launch Meat" (play on lunch meat)
Character is a fully cooked turkey with an astronauts helmet.
Our character - [name] Has to complete each level to get to his space ship.
Timed levels.
Obstacles in the form of bad guys (different for each world) Aliens, farmers, debris etc.
16 levels per world:
4 Worlds
Earth
Moon
Planet
Planet
(eventually home planet of cooked turkey people.)
Launch meat:
Enemies:
Farmer
Eyeball Guy
Aliens
Random Obstacles
Items:
Fuel
Food
Health
Coins
Power-Ups
Speed
Jump
Invincibility
Weapons
Spork
Butter
Gravy

User Submitted Ideas/Comments​
Due to my not-so-great computer graphics skillz. Render my my drawings directly as the graphics for the game.
Keep it simple - overcomplicated games can easily turn players off, and/or loose their intent.
Controls - Maintain fluid motion and responsiveness. All in all with realistic feel.
Physical controls - Too many buttons = bad. Not enough buttons = bad. Intuitive, responsive buttons = good.
Story Line - Again, keep it simple. Over convoluted games will loose players. (And become very hard to incorporate).
Purpose - Leave it up to the player to what percent that want to complete the game. Give the player choices as to what they want to accomplish yet have one visible goal for everyone.
Art - Art must match the game, players, scenery, controls, music. Any of these not following a common thing will make the game look incomplete or unfinished.
Performance - This is a hard pone. Their are a wide variety of android phones, all sizes and shapes, all with different processing power.
Developing for the majority of devices will be difficult, but necessary for a good user experience. Keep this in mind while controlling graphics and motion.
Cooked turkeys are actually "born" (produced in mass, maybe? they're an advanced species that gave up normal ways of birth centuries ago and use a cloning method now, etc) as raw turkeys and must undergo a process to mature and become alive: being cooked.
The evil guys, turkeys that are born cooked, are the less advanced species. They were lazy and didn't bother to follow up with science, and now they seek to steal the technology of the advanced turkeys. However, they have no clue and are trying multiple methods (all of which will fail! oh no!) to try and understand how to cook turkeys... In order to so, they are kidnapping advanced (raw and inert) turkeys and trying to cook them using different methods: on solar power, using gas, with ketchup, without ketchup, with tomatoes, etc.
Our hero must save the raw turkeys, because as advanced as his species might be, these raw turkeys are not easily produced, and resources are becoming scarce lately (which could be why such an advanced species only sent one guy to do this mission... lol).
Collectibles: he can find some rare resources that might help him get upgrades; also, some of the raw turkeys he saves might actually be cooked turkeys that were mistakenly abducted, and could help him (by offering him resources/items/upgrades, or by actually helping him if you're willing to develop an AI for them too).
Include a sabotaging mechanism (e.g. produce steam to cloud the sun for solar power cooking, breaking the roof while it's raining outside and turning off the fire, etc) without it being a puzzle (just a few jumps while having to avoid attacks and what not; something like Mario where you have to fight Bowser and rescue Peach: you have to avoid his flames while trying to get to the button to open the bridge and get rid of him).
High replayability level (e.g. Death Worm, Canabalt HD), are games to play to waste a few minutes (e.g. Doodle Jump), or puzzle/strategy games.
Include achievements/unlockables.
Endless level mode would be nice. It would allow the player to play anytime even if he finished the story (or not), and without having to worry about time.
Tell the story in a graphic novel, just like Max Payne, it makes the player give more attention to it.
customizable character, which would put more "player style" on the game.
Power ups are also great ideas
Icon.. and presentation. How it looks at first glance. Doesn't have to be something with high end graphics but something that looks clean. (icon, screenshots, etc).
Thanks,
GermainZ
KidCarter93
polobunny
XxLordxX
Blastz729
​

Progress​​
1/24/2013 - All screens are done (expect each level). I reworked the screenBase so that each screen does less work. I was starting to create the 'world' and ran into too many possibilities of how to approach the world and the characters, etc. so for the time being, I am going to create some very small games from tutorials just to get a better idea of how to approach this.
1/22/2013 - Added helpful links
1/17/2013 - Added some more user input, uploaded an initial render of the protagonist. Also added a header image for "Launch Meat".
1/16/2013 - Added some story line with back-story.
1/15/2012 - Added initial sketch of Protagonist, yet to be named.
1/14/2013 - Even though I have done all the android tutorials (Hello World!, etc), I have redone them all just as a refresher. Also made a couple of Minecraft mods to refresh my Java (not great at Java, yet). Plan to follow along with Android game Development Tutorial. Looks there there is a lot of information there.
1/11/2013 - Created the thread. Put up brief intro and some general idea of what I want to do.
Helpful Links:​​
Eclipse IDE Duh
Libgdx Open source game engine for android/desktop/html all in one.
Box2D Open source physics engine for many platforms (Libgdx has Box2D implementation)
Tutorials:
Tutorials on Game Logic and Architecture (Libgdx and android)
Box2D Tutorials
Box2D Polygon Editor
Libgdx, Box2D and more tutorials
Tutorial using Libgdx
Android game Development Tutorial
​

What makes a good game is a hard question to answer. It's a lot about opinions, but there's some general rules you can go by.
A simple method of controlling: More buttons isn't necessarily better. On mobile this is key, because there's no tactile feedback like a game controller. You will see most of platformers have a directional pad/analog stick like direction and 2 main action buttons plus a menu button to pause, restart, exit and so on. Very important that the controls are responsive. This touches 2 things, the controls themselves and the way the character moves around (animations and physics). I've tried some indie games and uninstalled them in a split second just because the character felt like it was gliding on the ground.
Storyline and goals: The story doesn't need to be extremely convoluted, the first Mario games are a good example. Same for Megaman and alike. Same for the level goals and the game goal(s). Don't make it a point to collect everything or explore every centimeter of the level. Leave some choice to the user, whether they want to zoom through the game or collect everything. Bonify the completionist, but don't penalize the speedy gonazales. Once again, platform classics are a good example. In Mario you can take the pipe to go quickly around the level, or the panoramic koopa view. In Megaman you can find every powerup, energy tank and such or simply kill the bad guys.
Art: Bad art can kill a game. It's not really about what it looks like rather than the consitency of the style. This goes for the colors, the shapes and also the music. A bad music loop that doesn't seem to blend properly with the graphics or the action will not be enjoyable.
Processing, fluidity and physics: It's important to take into consideration that most mobiles are somewhat underpowered. While you might want to recreate the next Skyrim, chances are you will have to settle for a bit less. The game must be smooth on a majority of currently available and used devices and the loading not too attrociously long. A lot of people will play mobile games in their breaks, while waiting for something or in public transport. If you have to wait a full minute for the game to load, it's a deal breaker. It's not necessary as a starting developper to create a very graphically heavy and intensive game. You can shorten your programming time by using an already programmed game engine, which will make your life easier by not having to worry too much about merging graphics, sound and physics together.
Touching again with the physics, consistency is important. If your character jumps too quickly, falls too quickly, runs too quickly it will make your game hard to play. If it's too slow it will feel boring.
All in all, good luck!

polobunny said:
What makes a good game is a hard question to answer. It's a lot about opinions, but there's some general rules you can go by.
A simple method of controlling: More buttons isn't necessarily better. On mobile this is key, because there's no tactile feedback like a game controller. You will see most of platformers have a directional pad/analog stick like direction and 2 main action buttons plus a menu button to pause, restart, exit and so on. Very important that the controls are responsive. This touches 2 things, the controls themselves and the way the character moves around (animations and physics). I've tried some indie games and uninstalled them in a split second just because the character felt like it was gliding on the ground.
Storyline and goals: The story doesn't need to be extremely convoluted, the first Mario games are a good example. Same for Megaman and alike. Same for the level goals and the game goal(s). Don't make it a point to collect everything or explore every centimeter of the level. Leave some choice to the user, whether they want to zoom through the game or collect everything. Bonify the completionist, but don't penalize the speedy gonazales. Once again, platform classics are a good example. In Mario you can take the pipe to go quickly around the level, or the panoramic koopa view. In Megaman you can find every powerup, energy tank and such or simply kill the bad guys.
Art: Bad art can kill a game. It's not really about what it looks like rather than the consistency of the style. This goes for the colors, the shapes and also the music. A bad music loop that doesn't seem to blend properly with the graphics or the action will not be enjoyable.
Processing, fluidity and physics: It's important to take into consideration that most mobiles are somewhat underpowered. While you might want to recreate the next Skyrim, chances are you will have to settle for a bit less. The game must be smooth on a majority of currently available and used devices and the loading not too atrociously long. A lot of people will play mobile games in their breaks, while waiting for something or in public transport. If you have to wait a full minute for the game to load, it's a deal breaker. It's not necessary as a starting developper to create a very graphically heavy and intensive game. You can shorten your programming time by using an already programmed game engine, which will make your life easier by not having to worry too much about merging graphics, sound and physics together.
Touching again with the physics, consistency is important. If your character jumps too quickly, falls too quickly, runs too quickly it will make your game hard to play. If it's too slow it will feel boring.
All in all, good luck!
Click to expand...
Click to collapse
Thanks for your input. You are correct in these deal breakers with indie games. I feel your pain with lag and unresponsiveness. Myself being an avid gamer, yet a Game Developing N00b, ( I will developing this all by myself) I do need to understand the majority input on game basics, what is needed vs. what is superfluous.
For art, I consider my self a pretty good artist. However, computer graphics and pencil drawings are two separate things. I will struggle to complete full sets of game graphics alone, but I have a plan to assist in this matter.
Physics and game engine. I have been looking into open source physics engines for a while and I think I have settled on Box2D. This will hopefully help in keeping the physics and game play smooth and a maintain a nice user experience.
Storyline. Since this is my first game (first app) that I will be developing. I do not want to burden myself with completely immersible stories and character development. I am shooting for a simple and fun side-scroller with a seemingly obvious objective; complete the level. Goals, however, are yer to be determined.
Controls so far are left right jump and one or two action buttons, depending on what the character can do or needs to do. Obviously this will develop over time.
Thanks again for contributing your input.
-Dblfstr

Considering you're pretty confident with drawing on paper, why not make your game's universe that paper? I can't remember any names, but some fun games I've played in the past had a paper for the background and (rather impressive) doodles for the renders.
I think it would be a good theme, especially if you put some effort into it. For example, everything could be animated: the sky and clouds scrolling and slightly changing colors to imitate actual doodles (you know how doodles aren't fully colored), and so on.

GermainZ said:
Considering you're pretty confident with drawing on paper, why not make your game's universe that paper? I can't remember any names, but some fun games I've played in the past had a paper for the background and (rather impressive) doodles for the renders.
I think it would be a good theme, especially if you put some effort into it. For example, everything could be animated: the sky and clouds scrolling and slightly changing colors to imitate actual doodles (you know how doodles aren't fully colored), and so on.
Click to expand...
Click to collapse
Excellent point. And when I said I have a plan for that (graphics) that was the possibility I was eluding to. I had also thought (still just a thought), to have the graphics in total designed by my children. We were creating some concept drawings last night and I have to say some of the creatures my kids created were rather impressive. I would need to help mold these creatures to fit the theme of the game. But still it is an option. I cannot think of any game yet that is completely designed by children, (graphically speaking). That is one option. The other is as you suggested, turn my drawings into the characters and have the scenery match the style in the same way.
Still throwing ideas around. But I knew making this thread would be helpful.
Thanks for your input!
-Dblfstr

Ballerburg (3D) old school Game with multiplayer would be a great game for Android
I don't know why but most off the c=64 games witch had no good graphics fascinating me much more than all that new game sh!t
Sent from my HTC One X

TylerDurben said:
Ballerburg (3D) old school Game with multiplayer would be a great game for Android
Sent from my HTC One X
Click to expand...
Click to collapse
"What makes a good game?" != "What would be a good game?"

First off, I'd like to say that I'll be following this thread closely throughout because of 2 reasons really.
1) I'm a really avid gamer and have always had a big interest in games. Whether it be seeing how a game progresses through it's development, playing the final product or getting to know how the logistics of game development works, I'm a huge fan.
And 2) Ever since I was back in primary school, I've always wanted to be a game developer. Obviously at that point I had no idea as to how much work has to go into creating it but it still always fascinated me.
I've never got around to learning much about this kinda thing but hopefully from following this thread and giving ideas/suggestions to you along the way, it will actually help me learn more about it all aswell
Now, onto the ideas section...
To be honest, I totally agree with everything that polobunny said and had I got here first, my response would've been along those lines. So forgive me if I reiterate some of those points that he made.
Keep It Simple
As already mentioned, it's a lot about opinions but one of the main things which a lot of games have in common is the fact that they aren't over-complicated.
Let's take some popular titles as examples : Angry Birds, Temple Run, Mario, Sonic, Pokémon, Cut The Rope etc.
While some of that list are more complex than others, they still all retain the one basic feature - A simple idea.
With Angry Birds you simply flick birds at pigs, Temple Run/Sonic you run around collecting coins/rings, Pokémon you beat other monsters to make your own stronger...
They all have simple ideas and they've all had great success.
While some games are a lot more complicated but still had success, they've came from a company with lots of people all working on the game.
Art
While art doesn't seem like it would be a major factor in the game, it's one of the first thing the player will notice and will continue to notice. If the art complements the game well, you won't have a problem. Bad art, however, is a big problem. You'd literally be better off having one generic coloured background throughout with no change, than have badly designed background art.
The idea GermainZ had about having the games universe as your drawing paper is a great idea. One great example of that being used in a popular game is Little Big Planet. All of the background, and a lot of the game itself, are simply drawings on cardboard cut-outs which are then placed into the game.
It's the perfect workaround for those who are good at drawing but couldn't reproduce it on a computer.
The Next Step
The fact you know that you want to make a platform is a good start because at least it can give you the basis for everything else.
All that really needs to happen now, for this project to take a major step in the right direction, is to think what kind of game it will be. SK whether it will be more of a collecting items game, or defeating bosses and getting stronger or anything else in between.
Once you've got to that point, ideas of what the game can actually include will become much easier to think about and discuss.
Anyway, I wish you the best of luck with this project mate
EDIT - I don't know if this will be useful to you or not, but I just came across this thread - Android Game Development Tutorial! - and figured it may help.
"Never hit a man with glasses. Use a rock, it'll hurt more."

KidCarter93 said:
First off, I'd like to say that I'll be following this thread closely throughout because of 2 reasons really.
1) I'm a really avid gamer and have always had a big interest in games. Whether it be seeing how a game progresses through it's development, playing the final product or getting to know how the logistics of game development works, I'm a huge fan.
And 2) Ever since I was back in primary school, I've always wanted to be a game developer. Obviously at that point I had no idea as to how much work has to go into creating it but it still always fascinated me.
I've never got around to learning much about this kinda thing but hopefully from following this thread and giving ideas/suggestions to you along the way, it will actually help me learn more about it all aswell
Now, onto the ideas section...
To be honest, I totally agree with everything that polobunny said and had I got here first, my response would've been along those lines. So forgive me if I reiterate some of those points that he made.
Keep It Simple
As already mentioned, it's a lot about opinions but one of the main things which a lot of games have in common is the fact that they aren't over-complicated.
Let's take some popular titles as examples : Angry Birds, Temple Run, Mario, Sonic, Pokémon, Cut The Rope etc.
While some of that list are more complex than others, they still all retain the one basic feature - A simple idea.
With Angry Birds you simply flick birds at pigs, Temple Run/Sonic you run around collecting coins/rings, Pokémon you beat other monsters to make your own stronger...
They all have simple ideas and they've all had great success.
While some games are a lot more complicated but still had success, they've came from a company with lots of people all working on the game.
Art
While art doesn't seem like it would be a major factor in the game, it's one of the first thing the player will notice and will continue to notice. If the art complements the game well, you won't have a problem. Bad art, however, is a big problem. You'd literally be better off having one generic coloured background throughout with no change, than have badly designed background art.
The idea GermainZ had about having the games universe as your drawing paper is a great idea. One great example of that being used in a popular game is Little Big Planet. All of the background, and a lot of the game itself, are simply drawings on cardboard cut-outs which are then placed into the game.
It's the perfect workaround for those who are good at drawing but couldn't reproduce it on a computer.
The Next Step
The fact you know that you want to make a platform is a good start because at least it can give you the basis for everything else.
All that really needs to happen now, for this project to take a major step in the right direction, is to think what kind of game it will be. SK whether it will be more of a collecting items game, or defeating bosses and getting stronger or anything else in between.
Once you've got to that point, ideas of what the game can actually include will become much easier to think about and discuss.
Anyway, I wish you the best of luck with this project mate
EDIT - I don't know if this will be useful to you or not, but I just came across this thread - Android Game Development Tutorial! - and figured it may help.
"Never hit a man with glasses. Use a rock, it'll hurt more."
Click to expand...
Click to collapse
Hey KidCarter,
Nice to see you in here. Again, all good points and things that I am trying to keep in mind. Projects like this have a way of forming a mind of their own and growing out of control. I hope I can contain it to keep the complexity down, however I would like it start gaining its own momentum.
The thread you linked, I have seen it before. I did not realize that they were so far along. I think I will follow that tutorial to get some ideas on how to control the world. I looked at parts of it (controlling character and background), I do not know if I will be able to do it that way though, as I will be trying the Box2D engine for things like that. Either way, it looks like a good place to learn some things, and I think it will be fun to follow along.
Thanks again!
-Dblfstr

It is not a good sign of things to come when one cannot setup Libgdx correctly. (Game Engine I chose).
It supposedly works well with Eclipse. However, upon setting up my initial package, I get an error.
Error: Could not create Libdgx_[temp]
cleaning...
Thinking my Hard-drive is a bit fill. 5GB left of 1TB
I will get it sorted out, my friend is bringing me an external 500GB HD.
On to the next.

Added initial sketch of Protagonist, yet to be named.

balintmaci said:
i have never heard of libgdx but i know that my classmate who is not in any ways a good developer made pretty decent stuff in unity (just the basics like controls and a basic map) so if you're a complete noob i could recommend that. also have you considered making it open source? since As you said you're not planning on making millions and it's hard to find anything decent open source for android...
Sent from my MB860 using xda app-developers app
Click to expand...
Click to collapse
Actually Libgdx is an open source game engine for android/desktop/Web applications. It provides the framework needed to create android games. There are others but my research led me to use Libgdx. Also I will be using Box2D for the physics Engine, again an open source project that will control the physics of the players and environment.
The game itself will not be open source, but the link provided by KidCarter has the complete source code for a game and a tutorial from start to finish. If you would like to tinker with it.
I would not consider myself a complete n00b per se, but a complete game developer n00b, yes.
That being said, I have not looked into Unity. I will though, just to see what it offers over Libgdx.
Thanks
Edit: Unity is not free. There is a free license, but a $400.00 fee to add the android toolkit.

balintmaci said:
i suppose he [legally obtained a copy through handwork and saving his money] then
Sent from my MB860 using xda app-developers app
Click to expand...
Click to collapse
lol
I bet it has some pretty slick methods though. I checked out their site and it seems rather impressive. May be something to look into in the future, You know, for "Launch Meat 2: Revenge of the Turkey".

Love the protagonist's sketch! It made me laugh really hard, and I wonder how good the animations will be
If you could combine it with some neat animations (e.g. jump), the game could be pretty humorous. That's a good thing, even if you it's an action/adventure game (actually, that might make it even better).
For the story, here are a few (quick) ideas.
How about a plot where the cooked turkeys are actually "born" (produced in mass, maybe? they're an advanced species that gave up normal ways of birth centuries ago and use a cloning method now, etc) as raw turkeys and must undergo a process to mature and become alive: being cooked.
However, the cooking process must be done in a very precise manner.
The evil guys, turkeys that are born cooked, are the less advanced species. They were lazy and didn't bother to follow up with science, and now they seek to steal the technology of the advanced turkeys. However, they have no clue and are trying multiple methods (all of which will fail! oh no!) to try and understand how to cook turkeys... In order to so, they are kidnapping advanced (raw and inert) turkeys and trying to cook them using different methods: on solar power, using gas, with ketchup, without ketchup, with tomatoes, etc.
Our hero must save the raw turkeys, because as advanced as his species might be, these raw turkeys are not easily produced, and resources are becoming scarce lately (which could be why such an advanced species only sent one guy to do this mission... lol).
For the collectibles, he can find some rare resources that might help him get upgrades; also, some of the raw turkeys he saves might actually be cooked turkeys that were mistakenly abducted, and could help him (by offering him resources/items/upgrades, or by actually helping him if you're willing to develop an AI for them too).
Say what?
EDIT1: Also, to save the raw turkeys, you could include a sabotaging mechanism (e.g. produce steam to cloud the sun for solar power cooking, breaking the roof while it's raining outside and turning off the fire, etc) without it being a puzzle (just a few jumps while having to avoid attacks and what not; something like Mario where you have to fight Bowser and rescue Peach: you have to avoid his flames while trying to get to the button to open the bridge and get rid of him).

GermainZ said:
Love the protagonist's sketch! It made me laugh really hard, and I wonder how good the animations will be
If you could combine it with some neat animations (e.g. jump), the game could be pretty humorous. That's a good thing, even if you it's an action/adventure game (actually, that might make it even better).
For the story, here are a few (quick) ideas.
Click to expand...
Click to collapse
GermainZ, you do have a wild imagination. Although, I have not posted it yet, I do have a story developing. So, let me respond to your ideas.
*How about a plot where the cooked turkeys are actually "born" (produced in mass, maybe? they're an advanced species that gave up normal ways of birth centuries ago and use a cloning method now, etc) as raw turkeys and must undergo a process to mature and become alive: being cooked.​ - Our protagonist, and his race are indeed born as cooked turkeys. (I do like the idea of being raw and maturing in the way you described).
*The evil guys, turkeys that are born cooked, are the less advanced species. They were lazy and didn't bother to follow up with science, and now they seek to steal the technology of the advanced turkeys. However, they have no clue and are trying multiple methods (all of which will fail! oh no!) to try and understand how to cook turkeys... In order to so, they are kidnapping advanced (raw and inert) turkeys and trying to cook them using different methods: on solar power, using gas, with ketchup, without ketchup, with tomatoes, etc.​
- Great ideas, I had imagined the bad guys being different species of each planet. Bad Turkeys might make a great addition!
*Our hero must save the raw turkeys, because as advanced as his species might be, these raw turkeys are not easily produced, and resources are becoming scarce lately (which could be why such an advanced species only sent one guy to do this mission... lol).​
- Here, my intent was simply for the turkey to make it back home to let his race know what has happened to his devolved brothers and sisters on earth. (i.e, they have evolved to fully feathered turkeys and no longer retain the knowledge of their origins. Simply put, they are food).
*For the collectibles, he can find some rare resources that might help him get upgrades; also, some of the raw turkeys he saves might actually be cooked turkeys that were mistakenly abducted, and could help him (by offering him resources/items/upgrades, or by actually helping him if you're willing to develop an AI for them too).​
- Collectables are currently fuel, food, parts for his ship and (coins), maybe for in-app purchases. I do think maybe he should be saving someone though. Perhaps some of the devolved turkeys that are to be eaten. However, this part will not work on other planets.... or could it?
EDIT1: Also, to save the raw turkeys, you could include a sabotaging mechanism (e.g. produce steam to cloud the sun for solar power cooking, breaking the roof while it's raining outside and turning off the fire, etc) without it being a puzzle (just a few jumps while having to avoid attacks and what not; something like Mario where you have to fight Bowser and rescue Peach: you have to avoid his flames while trying to get to the button to open the bridge and get rid of him).​
-This I need to give some thought, my wife wants me to add a puzzle aspect, but I do not know if that will fit with the game, or make it overly complicated and distract from the main game sequence. Maybe bonus levels!
Developing story:
He is on a mission to earth to reconnect with his turkey brethren, and see what king of advancements they have made on earth. Of course [something - possibly a breach in the hull, causing his supplies to be scattered over various planets and celestial objects] goes wrong and our hero is left stranded on earth and must collect fuel and parts for his journey home.
He arrives at a farm to not only reconnect with his long lost turkey race that had been placed on earth years ago, but to seek help from them in fixing his ship for his eventual journey home. He quickly realizes that the race of turkeys on earth have devolved into the turkeys we know and love (to eat). [removed] This devolved race have not worn their suits for so long that they have grow feathers to survive the earth climate (No longer cooked turkey race, but regular earth turkeys). Our hero realizes what has happened, and that they cannot help him, so he decides he must rescue (a few) turkeys and bring them back home with him, to let his people know what has become of the earth settlers.
(I am thinking they are born raw, and naturally mature to cooked, or the cooking process helps with space travel... idk)
Still in the early stages.
Great input and these ideas could possibly change, mold the story to help it come to fruition.

Dblfstr said:
EDIT1: Also, to save the raw turkeys, you could include a sabotaging mechanism (e.g. produce steam to cloud the sun for solar power cooking, breaking the roof while it's raining outside and turning off the fire, etc) without it being a puzzle (just a few jumps while having to avoid attacks and what not; something like Mario where you have to fight Bowser and rescue Peach: you have to avoid his flames while trying to get to the button to open the bridge and get rid of him).​
-This I need to give some thought, my wife wants me to add a puzzle aspect, but I do not know if that will fit with the game, or make it overly complicated and distract from the main game sequence. Maybe bonus levels!
Click to expand...
Click to collapse
Why not make it optional? You would have multiple ways to complete a level; the puzzle is one way to do so, and will grant you some bonus.
Also, throwing some more ideas here:
Bonus/collectable: Alternate chicken suits for the protagonist;
Collectable: Short books recovered from the space ship that cover some of the history of his species;
Ways of death (cut scene; the characters dies normally, then a cut scene is displayed for some special deaths): Being eaten by humans
:laugh:

Related

[GAME][2.2+] I Hate Ghosts

Hi everyone!
I would like you to present my released project:
play.google.com/store/apps/details?id=com.sil.ihateghosts&hl=en
s21.postimg.org/3r4rbam8n/droid_screen_5.png
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s21.postimg.org/xghy3n5ef/droid_screen_11.png
s21.postimg.org/6wpd1i4uv/droid_screen_12.png
I Hate Ghosts is a cute FREE game about little funny looking ghosts who really want to prevent a little kid from sleeping.
Your main objective is to stop the ghosts from their way to the unlucky kid.
How to play: There are a couple of Vacuums which absorb ghosts, but they are activated just one at once. Also, they activate according to an activation sequence which is given to you at the beginning of each level. It is best that you memorize the sequence and always know where the next ghost will go.
It is a simple game that combines both brain and memory skills, and it is also casual, good for adults and kids.
It also has a score based Survival mode.
The game offers:
-levels in increasing difficulty, in three different locations
-a lot of crazy and funny looking ghosts with different abilities
-difficulty setting, so that every one can play the game and win
-the activation sequence gameplay is original
-Survival mode, where you run away from ghosts, and use some of the ghosts in your advantage by controlling their movement
This game has NO in-game purchases. If you like the game please donate using the Paypal button inside the main menu.
Note: Donating will not add any features to the game. If you donate, it would help SilvMania Apps develop future games. There is already another game waiting to be developed. So please contribute.
What dou you guys think? Please don't be harsh about the graphics, I will update them as quickly as I can (I hope this week)

[Game][2.2+]Stellar Adventure 1.0.35

Sorry, new here, so it appears it won't let me link anything.
play.google.com/store/apps/details?id=com.dandeliongames.StellarAdventure is a Shooter/RPG hybrid game. The game has 25 mission levels and 5 survival lives. A variety of randomly generated equipment and enemies to use them on. I've been building this game for the past 18 months mostly in the middle of the night and while I don't think this will achieve my goal of being able to work game dev full time, it's a step in that direction. I hope people enjoy this enough that my next project has a bit of a built in audience instead of where I am at now (game released, trying to spot some fireworks/excitement, it's very quiet and not even a hollywood slow motion explosion to speak of).
youtube.com/watch?v=Uj92QNR2ftk
The most important thing anyone might want to know is that the game is intended to be fun to play, I followed what I consider the Hill Climb Racing model just because that's pretty much been my favorite mobile game and it's the business model I feel best about as a gamer.
I'd love any feedback anyone wants to give, if enough people like the game and it takes off I'd want to expand the missions, equipment, enemies, ships, etc, as well as add in coop multiplayer via wifi and blue tooth (cross platform with iOS and desktop) , but right now I'm not expecting that to happen.

[GAME][2.3.3+] Snake meets Asteroids, TailBomb

Hi, developers.
I published a new game <TailBomb> in Google Play Store.
TailBomb is inspired by a well-know old retro game "Snake". We've tried our best to show gamers the unique visual effect of continuously generated tail.
It can be categorized as a shooting game. But unlike any other normal shooting game, we emphasized on dodging. Simple rule, you dodge.
But that's definitely not all. We took the idea from Snake, which gets killed by its own tail, and decided to use the tail against enemies.
The use of this tail is the most important part of our game. You have to carefully maneuver so that following tail is in position right in front of enemies.
Game turned out to be a great one, better than we've first imagined! This got to be one of a kind, right?
That's not all.
We added a feature called EventZone. It opens from time to time during the game.
If successfully taken over, certain powerful effect will occur, wiping out most enemies.
Great as it is, we wanted it to be challenge. To activate it, you have to stay over the zone for few seconds. It's harder than it sounds. Enemies will continuously attack you, which makes it difficult to stay in one place for long.
This EventZone definitely makes the game more fun, making it more strategic.
Another main feature of TailBomb is skill.
TailBomb is ready with 10 different ships. Each ship has it's own skill. We tried our best to make each unique. Some are for defense, some are for offense.
With merge system, you get to choose two. Different combination, different fun.
TailBomb does seem like a simple game, but we wanted it have many features to enjoy.

[game][free] ranking 3 ninja fighting games on google store

2018 has been a great years of mobile games, especially for fighting genre. I have recently come across some ninja similar-looking games which have the same genre on Android.
When I type the key words “Ninja Shadow”, these are so similar that i had to try all of these and they are quite similar in gameplay.
However, after a while, some get really boring. Here are some of my personal opinion and ranking, hope if you have any interested in those games , you might find it useful and are able to choose the right game for you.
3. So stand in number 3 is the game called: “Shadow of Death”
At first impression, the sound effect is absolutely amazing with cool soundtrack. The gameplay is very simple but I found it quite boring from the start because of the “frozen” enemies.
When you move you cannot fight and in return.
However the skills are quite nice with cool effect come afterwards
2. In number 2 I have “Stickman Legends”
So this game is quite popular already. It has good music, nice characters, epic skills
However it can not pleased me due to the fight itself. It confused me somehow due to the creeps, they just all over the place and I can not see with my eyes where I am and how my skills go.
It is quite a pity.
1. In the first place in my list is “Overdrive: Ninja Shadow Revenge”
This game is not popular yet I suddenly found it and tried it. It also has good soundtrack, nice characters, epic skills as well. However the pace is not so fast and you got to see what you are actually fight with.
It’s just that the game is quite hard but I like challenge you know.
Comment your opinion for me. Thanks

[GAME][4.2+] Duels RPG - Text Adventure

Hi XDA devs, users, forum readers,
My name is Adam and I have spent the last three years part-time developing my first game ever.
Duels RPG - Text Adventure is a text RPG which tributes/resembles the values of oldschool classical text RPGs, while adding modern elements to the game,
like counter-skill combat, crafting, talent-tree (perks) and turn based combat - in addition to the story.
Story/Brief:
You are an ambitious person who has been sent by a secret faction to the land of Highriver,
to investigate and eliminate a secret cult, lead by a mystery figure, who manipulates, controll and mislead the local townsmen to gain authority and power.
Game Philosophy - A.K.A - Why you should play this game if you like RPGs?
I made many prototypes in the past for this game but I clearly remember the moment when I was realised why this will be a good game.
In Duels RPG you have to find out the solution by yourself to each problem. When you have to think and strategize, in that way you actually
feel the gratification which you cannot feel with most of the mobile RPGs because most of them are P2W or have auttobattle, or too easy (one tap kill an enemy).
Duels RPG is made with a little rebel style comparing to other mobile games/RPGs. I wanted to make a game where you have to actually think about the moves you make, the decisions you make. I wanted to make a real game, where decision and strategy makes you win and not scamy monetization shenanigans. This game is indeed hard.
Here be some of the feedbacks I got from users:
- Great game, very immersive. Hope to see it continue to grow!
- It is a very fun and interesting game, I love the story, and the combat is of a style I appreciate, and I hope more games like this can be made in the future!
- The gamebook everyone is looking for.
- A genuine product of love from one's passion for their art. Warmly appreciated. Thank you, Ádám.
- A really perfect game. I barely had that much fun playing any mobile game ever. Please continue your work and keep this game up to date. I am very excited what functions will come in future to keep it interesting. Thanks for the development of it.
- This is a great game one of the most unique and great text adventure games I have seen.
- Incredible work! Bravo . I cant wait for more contents !!! i have finish the game... and i want more. Need a update soon 5☆ Content comming ? However, add some fighting on the map once the game ends. Indeed, we have finally good equipments and we can not enjoy it.
- A great game, it reminds me of the old jRPG genre. It can be a bit grindy but it isn't overwhelming and the best part is it's not P2W. The greatest aspect of the game is obviously its battle, instead of mauling your foe with a super enhanced weapon, you must strategize and sometimes always experience defeat on your first battle.
Known issues:
Please note, that this is an indie game. I develop this game alone. Thats why there are a still a tons of things to do to make the game better.
- There is no sound. (It will come sometime but currently I'm working on Chapter 2)
- There are some proofreading issues. (I was working with multiple proofreaders and some of them could left errors in the grammar. I'm already investigating this.)
Future:
If the game gets enough online attention and support from players I can continue this project and make this even better and bigger.
Right now I'm working on the continuation of the story, with Chapter 2.
If you like RPGs, this game definitely worth a try.
Since I'm a new user to XDA forum, I cannot provide a link for the game.
But you can search for "Duels RPG" in Google Play Store.
Also I would appreciate greatly if one of the fellow users of XDA would post a link about the game to this thread. Thanks in advance.
Kind Regards,
Adam
@Adam_DuelsRPG Is this one the correct download?
https://play.google.com/store/apps/details?id=hu.adamvarhegyi.duelsrpg.cult&hl=en
Yes it is, thank you very much!
Just finished the first chapter on the first playthrough. Cutting it short:
- Great game, one really does feel your passion and love. Indeed charming way of monetization without being obstructive, which reminds me a of another great RPG out there (Eternium).
- I love the critters minigame when I am short on money, just make sure grinding does not become necessary too often in Chapter 2, will ya?
- Minor text errors and a few crashes on the way, but nothing game breaking.
All in all definitely recommendable!
So... how much money do people have to throw at you to finish Chapter 2 in time? (>^_^)>
Bigfan1 said:
Just finished the first chapter on the first playthrough. Cutting it short:
- Great game, one really does feel your passion and love. Indeed charming way of monetization without being obstructive, which reminds me a of another great RPG out there (Eternium).
- I love the critters minigame when I am short on money, just make sure grinding does not become necessary too often in Chapter 2, will ya?
- Minor text errors and a few crashes on the way, but nothing game breaking.
All in all definitely recommendable!
So... how much money do people have to throw at you to finish Chapter 2 in time? (>^_^)>
Click to expand...
Click to collapse
Haha, I yet to see the economy of Chapter 2, but yes indeed, I don't want to make a grinding game.
Except the critter duels, 99% of the enemies are unique and you only see them once.
I will keep it that way.
A proofreader is already working on the texts, that will be fixed, just needs a lot of time.
And its not about money, money won't make you time
I want to deliver Chapter 2 as a worthy follow up from Chapter 1
I need time. A lot.

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