Tuesday, January 15, 2008

Future Arena

Side Note
------------
For those of you who didn't read my first post, I won't put
any images related to my games until I find an artist capable
of doing good 2D graphics. Unlike Numpad Hero, I won't be
releasing a demo version anytime soon, because it's at a very
early stage of development.

Summary of the game:
--------------------------

It would be quite difficult to determine what type of game Future
Arena is. On one part, you can say it looks like Geometry Wars,
because the controls work pretty much the same way and you
shoot stuff while pointing with the right analog stick of the XBox
360 gamepad (you need one to play). On the other hand, it borrows
some ideas from the Megaman series. Whenever you kill a boss,
you get his weapon. It also borrows Ratchet's action and  its weapon
selection "ring".

That's not all though, Future Arena is actually a RPG at
its core. You fight enemies in order to gain money and experience.
You can level up both your character and your weapons. The
greatest thing you can do in this game is customize your weapons. 
You can customize its firing speed, the area itcovers, its strength and
the experience it receives. Upon leveling up, you can increase one of the 
mentioned feature. There are no limits to leveling up a weapon,
although there are limits for its firing speed, its area and its experience
gain, strength is always getting higher. 

In Future Arena, you are an arena fighting bot, just like the other ones
you fight in the arena. The only difference is that you are the
most intelligent form of fighting bot. You are the only one who
evolves and thus the only one who wants freedom. That's why the
owner of the arena challenges you to defeat the ultimate bot: 
Razor, in exchange for freedom. Fighting him is just a matter of
talking to the clerk who specialises in "Masters" combats and he'll
set you up for the challenge of your life! Beware that fighting Razer
is the ultimate goal of the game, which means that you need to
prepare by leveling up against regular enemies,  get bosses' weapons
and customize them. So, are you ready to be free?


Future posts
---------------

What can you expect from future posts? A listing of the weapons
would probably be next. There are currently not many weapons
created, especially the upgrades, but the ideas are pretty much
all thought already. I'm open to every suggestions that you might
have converning this game, but mostly about the weapons. 
As for Numpad Hero, I'm currently looking for an artist for my
game projects. If ever you're interested, please contact me at
ford86@gmail.com.



Numpad Hero

Side Note
-----------
For those of you who didn't read my first post, I won't put
any images related to my games until I find an artist capable
of doing good 2D graphics. Also, I'll probably post a demo
version of this game as soon as the graphics are remade because
the game engine is pretty much completed.

Summary of the game
-------------------------
The goal of the game is pretty much like Guitar Hero, but using
the numpad. A number goes from the top of the screen all to way
to the bottom. You must press the corresponding key when it reaches
its appropriate "Success Square". The game is quite forgiving as to
when you press the key; you can press it a little bit before the
square, or a little after. If you succeed, the key goes in flames,
your score increases according to the multiplier, which is increased
every 10 succesful note streak, and your success percentage is also
augmented. However, if you fail, your note streak is reset to zero
and your multiplier returns to 1.

When you reach the end of the song, you automatically pass it if you
have over 60%, and you're rewarded with prize money. The more
succesful you are, the more money you get. If you have less than
60% though, you fail and must try again until you succeed.

With the money you gain from succesfully clearing a song, you can buy
new songs, create new songs, buy new numpads and item power-ups.
Some items are very expensive and require you to obtain special
privileges aquired by beating all songs on a certain difficulty.


Main characteristics of the game:
---------------------------------------
Very high replay value

 Clearing songs after songs without real reward
 isn't fun at all. That's why in Numpad Hero, you are rewarded for
 everyting you do. Succeed well and you earn more money. Beat many
 songs and earn privileges to gain access to a bigger selection at the
 shop. Speaking of the shop, there are so many things you can buy that
 it never gets boring. Even after you have bought everything, it's not
 even over yet! The game lets any player create his own song using the
 create a song tool. Still not convinced? What about multiplayer
(hopefully) fun? With different game modes such as score attack and
battle mode, the fun can never stop!

Very accessible gameplay

So many games in this day and age require the player to have some
video game skills. Not so with Numpad Hero! From the moment you
start the game all the way to the end, everyone can enjoy it. If a
beginner is not yet ready to move on to a higher difficulty level, he
can still practice in easy or medium. The game has become too easy
for you? Why not create your own more difficult song? And if you
don't care about all the gizmos in the store, well you're not forced to
buy anything. The menus are also very easy to navigate and the user
interface is very friendly.

That will be all for this post, and frankly that's quite enough. In a
future post, I'll write the things you can buy from the shop as well as
give further information of the item power-ups and the other
numpads.

Welcome to Dan's Video Game Blog

My game blog was created before I even completed a game. This doesn't mean I can't post any information about two of my upcoming games created using the XNA Framework:
Numpad Hero and Future Arena. You'll find additional information
in their corresponding sections.

I said that I didn't complete a game just yet. Actually, that's
not true. Back in the days,I created many small games using tools like RPG Maker and Game Maker and I had started to create
games in Flash. After taking courses in computer science, I 
learned some pretty useful languages like C++, java, but mostly
C#. When I learned about the XNA Game Studio Express in 2006, I
tried it right away. Some of its tools were quite decent, yet too
complicated for me (2 years ago that is). When Microsoft released
the version Refresh 1.0, I learned quite a lot of things and
started to use it to make all my upcoming games. The book
"Professional XNA Game Programming", written by Benjamin Nitschke
really helped me out to understand how to use XNA's functionalities. 

So, most of the games I'll post here will be created using XNA. I
love to write my code in C#, as it is the language I'm most
familiar with (XNA supports only C#). I won't post any pictures
of my games just yet, not because they aren't near finish, but
because I'm not very fond of the graphics I used for the games.
I'm not an artist, so I don't put my effort in graphics. I'll
post images only when I find an artist to create the graphics for me. So if you're an artist (preferably 2d) and are looking to create
cool game graphics without worrying about the programming
part, I'd totally welcome you. For the graphics specifications,
you can email me at: ford86@gmail.com.

Also, even though creating games is my hobby (for now), the games
I'm currently making are of really good quality. They could be sold
on the internet, but I won't do it, because I'm just doing this for fun.
With this blog and the games in it, I plan to get noticed from game
companies and ultimately get a job in "da biz". So, if you like the
games I'm making, please be sure to talk about them to friends,
family members, everyone you know what! Even your enemies!

Your support is very appreciated and encourages me to continue
creating fun computer games. I also encourage people that have
great ideas to post comments about them. Furthermore, if you're a
talented programmer who knows how to program using XNA, feel
free to contact me and we can work as a team to create even more
exiting games.

Sincerly yours, Dan.