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Fireshadows
Daytime: Workaholic, Spare time: Workaholic Aspiring game developer, returning to NG to share his ( possibly ) enjoyable creations.

Age 27, Male

All in my interest

Uppsala University

Sweden

Joined on 10/20/10

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The process of: Doomsday Downpour

Posted by Fireshadows - October 18th, 2015


So, now it has been like two weeks since my first real webgame has been released. I want to talk about it.  Doomsday Downpour is the result of my impulsive desire to do something about what i want to become. I looked up some tutorials for AS3 and found the best ones for beginners.

 I was following the tutorials for about a half year and did a game based of the tutorials. I couldn't have done it without you Michael J. Williams!

 During the tutorials, i showed ONI what I did so far. I remember him saying something in the style of:
Dang, Fire! Your background drawing is lame. Let me draw a quick one for you.
 He drew a background, and i was inspired to do better. I drew some of my own backgrounds for the game. They do look good enough but if i wanted to change something, then it would be the resolution of them. They just look too pixelated when zoomed in. The backgrounds for Entrance of Eden and The Betwixt had some better resolutions and just look at how fine they were. I learned some lessons.

 I was eventually done with the tutorials and then returned to normal highschool life for a couple of months. The game was pretty decent and kinda fun. I was the one who enjoyed it the most of course, because i created it.

 One day i looked at it and said:
"Let there be multiplayer!"
 And then the game had multiplayer. It was actually easy to add it.

 The worse thing was to add a pause function. I'd rather not get into detail with that. It was difficult to implement and nothing on google could explain so i could understand.
 I had an exciting Eureka moment where i suddenly figured it out and literally jumped out of bed and coded a pause function in.
 After those implementations, i declared the game done.

 But after summer 2015, i became active again on Newgrounds and submitted songs. Yeah, i promised to share my creations so it would be obvious to share this game of mine too. But the game was really too short of content to publish. It would fall under the standard of what Newgrounds would accept...kinda. My biggest motive to make it better before publishment was that it could overall be better. I was able to make it better so why not????

 So i added different types of enemies, mute function, an explosion animation (well done by me!), Newgrounds API features, instructions and more.
 All of that took around one and a half month and i was really stressing about it when i told that i was going to release it.
 This post took two weeks to write and spell check. Had to catch up to some things and watch some Space *insert star* Dandy.

 Oh, and i also want to emphasize how FREAKING HARD it was to give the explosions some collision detections… I had to take a break about a half week to overview things before i could come up with the correct solution, which would become obvious once i figured it out. I think people could relate to that.

 Okay, I think I covered most of the process of the game… or at least the parts that were worth writing about. I’m afraid this is a long post so I'm going to end this post very soon.

 Doomsday Downpour is my first sweet little child, which i am proud of. I love that people has been enjoying it,  contacted me and gave me sweet feedbacks. I think it is a great success. It's been half a year of total working time of it and... I've been actually enjoying it. I knew i would enjoy it, heh.

Now I've strained my neck... Sweet. Dang, this is a long post. I think i even lost the context in the end. How will i end this? To be continued....

TL,DR; Doomsday Downpour was made with the help of an awesome tutorial and with a strong intent to do something relevant to my future!
 Showed ONI my progress and he contributed a little.
 Finished the tutorial and returned to normal life.
 Returned to the game to implement some features... and then declared the game done.
 Returned to the game again to work some more on it before publishment.
 Wrote this post under two weeks because of life.
 emphasizing the hardest thing to implement: collision detection of the explosions.
 Losing context.
 So happy people liked the game.
Might edit this... because this post might not make sense.


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