Tag: Jungled Baron

Fast Forward

Either I have become a lot better at game dev, or then Cocos2D v3.3 is awesome.

To be fair, I’ll give the biggest kudos to the Cocos2D team. Compared with version 2, the version 3 line, currently stable at 3.3 with beta of 3.4 coming out any time now, the engine has become excellent. I’ve had some epiphanies about game dev lately, but those come so much easier when working with a clean code base – and Cocos2D lets you have a clean code base now.

Being an old man, I rather do my games in good old code, meaning, I’m not much for drag & drop IDEs like SpriteBuilder, which is the vessel Cocos2D comes nowadays in. Not that those are bad in any way, I’m just used to hack at actual code. And also here: when the engine is as easy as Cocos2D, I don’t think using an IDE is much faster. Any real coder knows anyway, that it’s not the writing of the code which is the big part in the project, but the time between coding, when you’re brainstorming, testing, and planning what’s next to code.

I’ve been doing various tests on the basic game play of Pixelem, and once I got that to a certain point, I got stuck, so my brain decided to “take a quick look on Jungled Baron“. ADD, anyone? To cut a short story even shorter, I got a working prototype of it made in mere three days. It’s actually playable! And seems like fun, even if there are major parts still to be prototyped (such as the power ups).

JungledBaron-ipadProto002

Well, to be fair here also, big kudos to my intern Elma, who is working more or less constantly in the background on the art. This week we’ve been drafting some animations, and there’s a lot of those to be done in the coming weeks. First two animation drafts are already in the prototype, as I was able to whip the character workflows into a fully working shape already.

Furthermore, I had a few hours to think about the scope of Jungled Baron. Came up with some awesome ideas, in my own humble opinion. I need to think about these things all the time, because Elma is on a fixed contract, so I need to scope the artwork so that the time she spends at Sneeweis makes sense. The master plan is to try to finish as much as possible of the actual game (i.e. start scene + playfield scene), and separate out the “additional” stuff for later. This way we will end up with a fully demonstrable version of the game, and think about the implementation of the monetization strategy, additional fun stuff, etc., at a separate step.

The Global Game Jam is on the coming weekend. There will be the Finnish Game Jam version of it at the school which Elma attends. Gonna check it out as a hang-around (…no time to attend the actual game jam…)!

Late Night with Jungled Baron

Nothing good on TV equals good stuff on the computer. Rushed in some concept art into a freshly pressed Cocos2D v3.3 project, just out of curiosity, and naturally to help the artist along. She’ll probably look into color things and such. I’m just pretending the game works already on my iPhone. Beep beep, pew pew, pow! Tee hee, awesome, got a power-up…

First-screenshot-JungedBaron
The sprites don’t actually move, but my imagination doesn’t care.

 

Monkey Business

I’m going forward with a broad front, business-wise. I’ve piled up a bout 5 – 6 projects, not only game dev related, quite the contrary. Entrepreneurship is interesting generally, and though Sneeweis is the main part of my company, it is not the only one – Sneeweis is the trade name I do game development with, while the rest of the company is still running a full schedule of subcontracting and small projects within the IT world. Yeah, I’ve piled on a bit too much, one could say, but hey, it’s great fun.

I’ve always wanted to grow Sneeweis to a “real” game studio with 4 – 5 employees, but it’s hard to do when you’re revenue based. Simply put, it takes a while before your account contains enough sweet, cold cash to be able to employ someone.

I had an opportunity to take a step forward with Sneeweis a few months back, when I was invited to discuss about game development to the local school, which has a study line for game design. To cut the story short, I ended up signing a student on board for a 6-month learning-at-work period. We’ve been drafting concept art for a game, Jungled Baron, which I had to dig up quickly from the big box of game ideas. Glad I did, as it got a real boost to become the next game for Sneeweis!

The student, Elma Lähteenmäki, is a 2D artist/animator, she’s 18 years of age, and given what I’ve seen in our few weeks of concept work and Skype calls, she’s got a nice career in game design in front of her! You can check out her portfolio right here. While I get actual art for a game which is supposed to be released, I’m hoping I’ll give Elma an insight to both the game devlopment process, as well as to how small game studios operate.

But hey, let’s not stop there. Take a look at some of the concept art Elma’s been pushing into my Dropbox folder!

Baron-concept-web Enemy-ape-concept-web.png

Greatest enemies. The baron and an ape.

Once we’ve got a bit more finalized work, I’ll start dropping some Jungled Baron gems to this blog. But for now it suffices to say that the game is an homage to the 1980’s electronic games (Donkey Kong, and those, you surely remember…) and the theme is, as the name implies, the jungle. A baron crash landed on a desert island, went a bit nutty for the coconuts on the island, and I think what made him snap completely was when he noticed there are apes on the island, vicious, dirty, thieving apes, about to steal his precious coconuts! He defends his coconuts fiercely, and he’ll need a lot of help from you for that.

Palm-light-concept-web
Palm tree, colour tests.

 

 

Palm-dark-concept-web
 Palm tree, colour tests.

 

We’re hoping to whip up enough of the basic art to start creating a real “screenshot test” on a real device in the coming two weeks. I’ve really started looking forward for the development phase of this game!

Jungled Baron

The third game of Sneeweis is made in collaboration with our intern, 18-year-old Elma Lähteenmäki, who is a 2D/animation artist from the Nakkila Sataedu Vocational School for Animation and Game Design. Being in concept stage at the moment, the best way of following the progress is by reading about it on our blog!

The Jungled Baron is a action game, paying homage to the 1980’s handheld electronic games. Shortly put, a baron ends up in a jungle, goes a bit nutty for coconuts, and there’s some really whacky [sic] monkey business going on!