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konjak.org - home of art, games and projects by Joakim Sandberg. Don't use the website content without permission.

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News entry # 32 - Comments (10)

(Dec. 25, 2011) - Konst.

Forgot I used to post art. So here's some! Some is old stuff I never posted, some is just old because I haven't been posting for a while, and a few, like the black and white ones, are very recent.

comic th dq2 th yone th mad strut th lean th harmony_of_unharmony th alice th barbo th zerosuti th nymphdance th


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News entry # 31 - Comments (39)

(Dec. 9, 2011) - Guess I should update!

Hello, all you lovable nudists!

Swinging by to say I'm still working on the game, I just don't feel I have excuses often to make new posts on this site. But if you use Twitter I once again remind you all that I talk on there all the time, just click the blue "t" icon on the top of this website.

As for the game, I've had recent realisations lately of how much I feel I need this and that to be in the game for others to like it, or possibly to have them not complain. But it's all so much superficial things and features of a nostalgic past. If I can think of reasons I don't need something, I will embrace if from now on.

What I've decided on lately is fewer items in the game, because most of the ones I have are able to be dynamic enough to not warrant a large array of them, and I always thought this way, but felt "it's more fun to find new stuff". But that doesn't challenge me to be more clever with less. And having less makes a game much easier to understand, and fun. Quite a while ago (before the alpha) I even removed things like a dodge move, wall jumping and little hops when crouching because they didn't add anything I couldn't replace with other design elements.

Something I decided on just today was to remove all the ability to upgrade health and power. I can scale enemy challenge on my own (much easier), and without relying on players being a certain "level" toward the end, asking them to go find stuff they might not want. And the enemies are mostly based on tactic, and being able to kill a weak point faster when you still need the tactic before feels superficial and pointless. I will still have the hidden items, but think of a much more meaningful use for them.

Making The Iconoclasts is very much a self-indulgent and derivative venture though. It's a desire to make a game in a genre I always wanted to, but things like its looks and platforms is just for an ease of creation. I'd make the whole game hand-drawn art if I felt it was realistic for me. But my main point is also that I don't have to settle for what games like Metroid did and instead try to come up with new approaches too, which I felt I did in the alpha already, but I can streamline it even more to make it a completely unique game.

That's enough rambling! Have a nice day!



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News entry # 30 - Comments (34)

(Oct. 17, 2011) - Destroyers of Idols.

Hello, all you lovable optometrists!

I made a trailer for my submission of The Iconoclasts to IGF. It's widescreen and stuff!



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News entry # 29 - Comments (20)

(Sep. 28, 2011) - Surely you 'Gest.

Hello, all you lovable vending machines!

I posted a video of a project from not too long ago on YouTube. I have pasted the description text below.

This is "Herogest", a game concept I last worked on back in March of this year. It was my one attempt at something procedurally generated and it didn't get very far before I decided a game much more demanding to make and far more derivative of some other game was the right path to continue on, so I quit this.

The idea of the levels were to seal as many of those enemy spawners as possible to unlock the end boss door. In this video only the "Dullahan" skeleton enemy appears from them. The enemies coming from those would be stronger and harder, and the not-working Succubus that is shown was another of them. You would also collect generated treasures and rescue people.

Last I worked on it it could generate rooms completely, work from a template that it could make changes to, make multiple doorways leading alone the "main" path and also make side-rooms. It could pick at most two out of six "trap" features shown in this video, like the spike wheels or the thunderstorm.

The game was going to have items, very much like Zelda (but the game is far more action-oriented). Paths leading to side rooms and rooms AFTER the mini-boss room could be blocked by obstacles you needed the items for, like water or strong blocks. The bosses would generate parts and features that adapted to the dungeon's chosen theme and item.

Going more beyond what the engine ever had, the game would create a hub world leading to three generated dungeons with something in the center of them, and then you'd play a fourth and final dungeon that always had the same tileset after beating those three.

I seem to stick with the games that are the largest in scope in some stupid way which is probably why I quit on this to resume Iconoclasts! Looking at the game now I feel it could've been really fun and varied.

HOPE YOU LOOK FORWARD TO "THE ICONOCLASTS", THOUGH!! Whenever I finish that undertaking I'm definitely not making ridiculous projects like it anymore.




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