EggStatic (Whack N Egg)
by Edo Broekman · in Torque Game Builder · 05/11/2005 (8:27 pm) · 32 replies
This is an early (after 4 days working in T2D) shot of what I am working on, a game based on the 80s classic 'Chuckie Egg'. The game relies on cleverly avoiding opponents ( obviously not there yet ) while blazing through the level to collect.... collectables :) Trick jumps and moves, finding out the best patterns for a level and very smooth physics should make it fun. I will also add some of the features Nigel Anderson, the original creator, had intended for Chuckie Egg but could not due to his publisher.
This game is not intended to be a 1:1 copy, it will change some things and add several subtle features to give gameplay a bit more depth without really raising the learning curve. I think I need to invite some kids to testplay it for me :)
The graphics are partly placeholders but it -most likely- will keep this retro look. At the moment I got most of the physics/controls done, which are non-standard and highly critical for this game (and any game). Next will be the scoring, enemies and more levels...

This game is not intended to be a 1:1 copy, it will change some things and add several subtle features to give gameplay a bit more depth without really raising the learning curve. I think I need to invite some kids to testplay it for me :)
The graphics are partly placeholders but it -most likely- will keep this retro look. At the moment I got most of the physics/controls done, which are non-standard and highly critical for this game (and any game). Next will be the scoring, enemies and more levels...

#22
One of the things I am working on now, is free selectable campaigns. Player who would make their own set of levels can now easily select a different campaign - which is made like this demo campaign. Also the highscores will now be kept for each campaign. For the standard game this means that paying players will have a demo and a full campaign. The Demo is also different from how the main campaign starts.
The other thing which keeps me busy and which is very interesting is: how are games sold :) This is a bit a path of discovery for me and it is interesting to read the comments from other gamemakers about how and where they get their sales and how to increase their conversion rates (see this forum here. Some of the online 'e-shop's I found looked interesting: Kagi, esellerate, bmt and plimus. The first two also have software to sell your stuff in-game.
Then there is a whole list of portals that sells games but I for example don't like all the bullshit that comes with realarcade and since I make games that I would play myself, such a portal wouldn't be an option. I don't want to wrestle through loads of info before playing a game... Stubborn? Yes! And I have to see if I can afford that... :)
Haven't decided on this just yet even though this is nearing rapidly, but I like the idea of in-game sales quite bit - eventhough some people wouldnt thrust that. Others don't thrust browsers.. Personally I don't like being transfered to an odd website when I press purchase, and more so if it isn't customised. Plimus for example also states that customised websites generate more income - that makes sense to me. We'll see...
- Edo.
07/10/2005 (8:20 pm)
Uploaded a snapshot yesterday, see here. Haven't posted for a while I see... so here we go.One of the things I am working on now, is free selectable campaigns. Player who would make their own set of levels can now easily select a different campaign - which is made like this demo campaign. Also the highscores will now be kept for each campaign. For the standard game this means that paying players will have a demo and a full campaign. The Demo is also different from how the main campaign starts.
The other thing which keeps me busy and which is very interesting is: how are games sold :) This is a bit a path of discovery for me and it is interesting to read the comments from other gamemakers about how and where they get their sales and how to increase their conversion rates (see this forum here. Some of the online 'e-shop's I found looked interesting: Kagi, esellerate, bmt and plimus. The first two also have software to sell your stuff in-game.
Then there is a whole list of portals that sells games but I for example don't like all the bullshit that comes with realarcade and since I make games that I would play myself, such a portal wouldn't be an option. I don't want to wrestle through loads of info before playing a game... Stubborn? Yes! And I have to see if I can afford that... :)
Haven't decided on this just yet even though this is nearing rapidly, but I like the idea of in-game sales quite bit - eventhough some people wouldnt thrust that. Others don't thrust browsers.. Personally I don't like being transfered to an odd website when I press purchase, and more so if it isn't customised. Plimus for example also states that customised websites generate more income - that makes sense to me. We'll see...
- Edo.
#24
07/15/2005 (8:29 am)
Nice :o)
#25
07/15/2005 (9:10 am)
Current gen particle effects on old school sprites seems like it could be a cool, unique look. I can't wait to see it in motion.
#27
I played most clones out there.. and this is one doesn't play that well - at least in my opinion. It does have nice graphics, but it's gameplay and physics are sub-par I think. The lack of a decent clone was one factor that brought me to doing this :)
07/18/2005 (1:57 am)
@Hokuto: Thanks for the link btw. Did you actually play it?I played most clones out there.. and this is one doesn't play that well - at least in my opinion. It does have nice graphics, but it's gameplay and physics are sub-par I think. The lack of a decent clone was one factor that brought me to doing this :)
#28
but I played yours last night from home.. and yours is cool!
07/18/2005 (2:21 am)
Sorry Edo... I'm at work... I didn't have time to play the retro thing...but I played yours last night from home.. and yours is cool!
#29
07/18/2005 (2:27 am)
@Hokuto: No worries, it's just that I am interested to know if people would for example prefer that game to mine :) I would maybe have to reassess my view on games. :)
#30
Check out dexterity software they have a bunch of articles for indy game developers.
I have been publishing a shareware product (slacker todo lists) for mac os x for about 4 years and I found that a combination of eSellerate + Paypal works best for me. Kagi was a headache and Regnow was too expensive. Paypal is definitely the best profit margin for you. With my setup, the user can purchase a license from within the software using esellerate engine, or from the esellerate website, or from paypal website- whatever they are most comfortable with.
09/11/2005 (10:35 pm)
@Edo I like the look of that game!Quote:The other thing which keeps me busy and which is very interesting is: how are games sold :) This is a bit a path of discovery for me and it is interesting to read the comments from other gamemakers about how and where they get their sales and how to increase their conversion rates
Check out dexterity software they have a bunch of articles for indy game developers.
I have been publishing a shareware product (slacker todo lists) for mac os x for about 4 years and I found that a combination of eSellerate + Paypal works best for me. Kagi was a headache and Regnow was too expensive. Paypal is definitely the best profit margin for you. With my setup, the user can purchase a license from within the software using esellerate engine, or from the esellerate website, or from paypal website- whatever they are most comfortable with.
#31
09/12/2005 (10:46 am)
ESellerate is what Edo used, too. :)
#32
-Peter
09/13/2005 (7:24 am)
I used Kagi once and the experience was deffiently less than good. I'll be going with paypal for sure next time.-Peter
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