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KOALAMO

Indie game designer, reporting for duty.

Jun 27 '14

Plato

So for the last few weeks I’ve been working every spare hour I have on a game for the RPGMaker 2014 Indie Contest. I found out about the contest around the first I believe, and spent a few days working on an Ant RTS. A few days later I scrapped the idea for this idea I’ve had for a tennis RPG. The final result if a point-and-click adventure game, but I guess it still has some of the original concept behind it.

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I’ve never done a point-and-click before but figured it would be simple (I was half-right). Also, I’m a big fan of the Touch Detective series on the DS and Monkey Island and the like. Machinarium of course is one of the most beautiful games ever, so for me, the point-and-click thing has always held a special place in my memory.

Anywho, today I’ve finally put the finishing touches on and posted it to itch.io and the RPGMaker contest site. Check it out!

Jun 4 '14

I was on the phone at work today and drew on some sticky notes a little weird creature with wings. I decided I’d try and turn the drawings into a game - which I did today. It’s a game about a pitiful creature named Bub who, opposite of a penguin, is able to fly, but is unable to walk.

It can be found here: http://koalamo.itch.io/bub

Have fun!

Apr 8 '14
I’ve been working on my ruby lately and finally got around to re-writing this app I was working on long ago. It basically takes your steam ID and insults you / praises you for what kind of win/loss streak you’re on. 
More info here.

I’ve been working on my ruby lately and finally got around to re-writing this app I was working on long ago. It basically takes your steam ID and insults you / praises you for what kind of win/loss streak you’re on. 

More info here.

Mar 5 '14
So I’m still working on ‘All the Gold,’ which I’ll likely release under a different name once I get it to a point I considered it really finished.
At this point it’s mostly fixing bugs and getting things to work seamlessly. This is much less exciting and motivating then implementing ideas on a blank canvas which happens at the beginning stages of the development process, but it’s obviously necessary work for a finished product.
My mind is drifting to other ideas I want to get started on, but I know I can’t allow myself to start those until we get this one nailed down.

So I’m still working on ‘All the Gold,’ which I’ll likely release under a different name once I get it to a point I considered it really finished.

At this point it’s mostly fixing bugs and getting things to work seamlessly. This is much less exciting and motivating then implementing ideas on a blank canvas which happens at the beginning stages of the development process, but it’s obviously necessary work for a finished product.

My mind is drifting to other ideas I want to get started on, but I know I can’t allow myself to start those until we get this one nailed down.

Feb 19 '14
So I finally finished it! (mostly)
Let me introduce you to the story of a flamboyant and ill-prepared adventurer who seeks fame and fortune in the caverns of a dark and damp dungeon.
PLAY HERE!

It may seem relatively simple, but it’s taken me a over a week to get it finished and straightened out to where it’s mostly playable. I don’t often finish things when I start them right away, so this stupid little game means more to me than it would otherwise; it signifies the completion of something. It’s the first game I’ve actually finished (more or less) and hopefully won’t be the last.

FAQ
How did you make ‘All the Gold?’
I used Gamemaker Studio. It’s pretty nifty.

Can I start off in a room with no way out?
Absolutely. Deal with it.

So I finally finished it! (mostly)

Let me introduce you to the story of a flamboyant and ill-prepared adventurer who seeks fame and fortune in the caverns of a dark and damp dungeon.

PLAY HERE!

It may seem relatively simple, but it’s taken me a over a week to get it finished and straightened out to where it’s mostly playable. I don’t often finish things when I start them right away, so this stupid little game means more to me than it would otherwise; it signifies the completion of something. It’s the first game I’ve actually finished (more or less) and hopefully won’t be the last.

FAQ

How did you make ‘All the Gold?’

I used Gamemaker Studio. It’s pretty nifty.

Can I start off in a room with no way out?

Absolutely. Deal with it.

Feb 18 '14
I’m finally almost close to actually finishing a project and I’m pretty stoked. More deets later on after I finish it. 
SO CLOSE I CAN TASTE IT.

I’m finally almost close to actually finishing a project and I’m pretty stoked. More deets later on after I finish it. 

SO CLOSE I CAN TASTE IT.

Oct 24 '13

An Unpub Gathering

So last weekend I attended Sacramento’s unpub mini, which is where unpublished game designers go to show off their games. There was somewhere between 6-9 people there showing games, and I brought Village Defenders to show for funsies.

I had some great playtests and, more importantly, got to play some super fun games brought by some really cool folks. I was blown away by how great the games there were and hope to see a few of them on kickstarter soon. 

Obligatory Village Defenders action shots:

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Aug 28 '13

My Experience w/ Video Game Design (So Far)

So I’ve been spending the last few months designing and developing a game from a bundle of ideas into reality. I use the term ‘develop’ loosely as there is very little coding actually involved in the engine I’m using, but the same concepts seem to be recurring over and over.

I’ve heard that game development can be complicated, and luckily the engine I’m using takes care of most of the complicated bits (collision, menu interactions, etc.) The vast majority of the other stuff can be boiled down to objects and variables (and their interactions).

There’s some distinct differences between video game design and board game design. As a non-expert programmer, the most important difference being how vision is translated into reality. In a video game, there are likely things you want to do, that you can’t do (either as the result of knowledge or lack of practicality), and you have to adjust your vision in the appropriate manner. In the world of board game design, this never really has to happen. Regardless of how balanced or complicated or fun it is, anything mechanic or concept you can dream of as a tabletop design can be done, as there is really nothing lost in translation. 

Regardless, it’s a new set of challenges and I’m enjoying the process of puzzling out how to translate my vision into a playable game. The game is expanding and getting bigger, which is daunting at times, but I’m looking forward to it.

Aug 19 '13

A New Endeavor

I haven’t posted in quite a while because I’ve been hard at work on another project. This new project is still game-related, but it’s not a board game.

I usually don’t like to go into details about the projects I’m actively working on. It’s some weird psychological thing where I feel pressure to finish something, or maybe it prevents me from change things in my mind; I’m not sure. Bottom line is, I’m werid and this, unfortunately, isn’t the best way of approaching something new from a marketing standpoint but I’ll try to release some info as soon as I feel I can. 

Jul 25 '13

Contest Results

So it looks like Village Defenders didn’t win, but I got some kind words and good advice from the judge. Overall the experience forced me to finish the game so I’m grateful for the opportunity and experience.

I have a ton of projects I’d like to focus on so I’m not sure where to spend my energy right now, but either way I’ll try and keep the blog up to date and whatnot.

Until next time!

Keep calm and play games.