Today I worked on another Udemy tutorial with my free time. I actually had a lot of downtime at work so I figured I’d tackle something. I didn’t even watch the tutorial. I saw the final game and decided to just try to make it on my own. I did. The only thing that doesn’t match is that the creator has nice art, and a title screen. I wanted to solely focus on making the game. I was successful.
In this game, you’ll see a big red circle and big blue circle. Additionally, you’ll see small red, blue, and purples circles falling in the top center. You have to drag the falling objects to their rightful color. For example, when the small red circle falls, you must drag it to the big red circle. If you miss, you lose. The purple ones will make you lose points, so be careful there. The goal is to see how high your score can be. You drag the falling circles with either your mouse of finger (if you’re using a mobile device).
It’s pretty early, but I’ve got a lot planned today. There’s an event with my coworkers. We’re all going bowling, getting out early, and then I’m going to an indie all-women wrestling event in Southgate. I hope I can squeeze in some gym time. I’m feeling pretty good right now since I’ve been drinking a lot of green juice and I ran at the park as soon I woke up. That’s 4 days straight. Additionally, this is my 19th day working out and juice fasting, and I’ve dropped 19 lbs. I can’t wait to see 20 lbs hopefully tomorrow.
Again, thanks for reading. Check in tomorrow for another game.
Total Time Developing: 1.5 hours
Today I focused on my health again. I ran in the park for some fasted cardio, I bought my veggies, completed my Japanese audio lesson, went to work, hit the gym during the lunch, back to work, made my juice for the next two days, and hit the gym hard one last time. I had very little extra time to spare, but I managed to do another Udemy tutorial to make a physics based blocks game.
The game looked colorful so I wanted to try it out. The rules are simple. You can either click anywhere on the screen (or tap via a mobile device) to create colorful blocks and earn points within 5 seconds. There are only 5 different colored blocks that spawn. Afterwards, the timer restarts, and a message appears to click a specific colored block, destroying it, and earning additional points. The game is actually only ten seconds long. Afterwards, it simply restarts.
Thanks for reading, and I’ll do my best to complete something tomorrow, although I have a very eventful day and night.
Total Time Developing: 1.5 hours.
Due to personal matters, I will not be participating in the A Game a Day project today. I will instead focus on my health.
Depression can be defeated. I believe it.
Today I won’t be submitting something, but I did get some cool work done. I was collaborating with my friend Allyssa, who was the artist for my first game. I developed a demo back in January for a game I also managed to make in a day. She was on board to be the artist for it. Today she sent some images and videos and it is looking pretty awesome. I did some editing to the controls, worked on a few bugs that I had ignored before, and helped write the menu screen. I’m going to be quiet about this game for now, but I expect to show it soon. I think it’ll be done a little bit after this blog series is over. I can’t wait to show it.
Today, I managed to once again focus on my health. I got a good night’s rest, woke up early, bought my veggies, went to the park and ran (yeah, I actually ran at 7am!), did my Japanese audio lesson, worked, went to the gym during lunch, back to work, made my juice for the next two days, and hit the gym again. Today I burned roughly 1600 alone on cardio and I feel really good and relaxed. Today is Day 16 of my workout program/juice fast and I’ve lost 15 lbs. It’s a bit freaky, but I’m happy.
Thanks for reading again. I hope to have something to show tomorrow. If not, I’ll definitely be working on a game.
Today I woke up really early and got so much done before heading to work at 8:30. I worked out, did my Japanese audio lesson, drank some green juice, and completed a demo for the game that I wrote yesterday. It took only about an hour and half. I’m relieved that I managed to do so considering that I have a busy night tonight.
The game doesn’t have an official title, I simply called it Cleaner Racing Demo. The game is a multiplayer game where players try to clean more of the map than their opponents by driving over it. I wish I was an artist because I wanted to use sprites that represented maybe a mop or broom, or anything that fit the theme. This demo just showcases the mechanics I shared yesterday.
The first player moves with WASD, while the second player moves with the Arrow Keys. W and the Up arrow key work as acceleration, S and Down work as break and reverse, and A, D, Left, and Right arrow keys work as steering.
Thanks for reading! Feel free to stop by tomorrow and see if I managed to complete a game with my extremely low amount of spare time.
Today I didn’t complete a digital game, but I wrote a brief document for a short and sweet multiplayer racer. The game is a reversed version of my color-based racing game, Colors Crossed. Two players compete as trucks (sprites taken from Colors Crossed) trying to clean up a larger portion of the map than their opponent. Simply drive to erase the top layer of the map, revealing an Anxiety Monster logo underneath. Unlike in Colors Crossed, where you can see your score reflected throughout the entire game, in this game concept the players won’t see their score until the end. So both players will race to clean most of the map, and find out who won after the map is completely cleaned. It’s a simple idea.
I didn’t find enough available time to complete this project, so I hope I can tackle it tomorrow. I made sure to once again prioritize my health and happiness. I walked my dogs at the park, bought more veggies, made two days worth of green juice, cooked for my family (camarones al mojo de ajo), then hit the gym where I broke my cardio record. I managed to burn off 1210 calories in an hour. I’m feeling drained right now and about to hit the bed. So, goodnight and thank you for reading.
Check back tomorrow where I’ll try to tackle this concept.
I did not participate in A Game a Day today. I was short on time, and devoted the entirety of today to trying to feel happy and healthy. I worked out, had green juice, drove my sister and my puppies to a dog beach in Long Beach, hung out with my buddy (and Anxiety Monster artist) Jason, spent a few hours as a screenwriting teacher for my cousin Raymond (another super talented artist), and topped the night by running for over an hour at the gym. I’m drained and feeling pretty good.
Remember, health comes first.
This blog isn’t just about making a game a day, but it’s about raising awareness for mental health. I’m doing my best to try to make a game daily, but I’m trying harder to defeat anxiety and depression. That’s the priority.
Again, thanks for reading. I hope tomorrow I have the time to create a game.
Today I woke up super early and managed to get a lot done. I went to buy my veggies for the next two days of juicing, I did my Japanese audio lesson (I’ve been learning Japanese), cleaned my room, did my laundry, and made my game. I went to work and hit the gym during my lunch hour, drove home, and went to the gym again. Why is all of this extra information important for a blog series called A Game in a Day? Well, it’s because this blog is devoted to raising awareness for mental health. I have suffered with depression for some time now and in this process of making a game daily, I exacerbated my situation by losing sleep, sacrificing healthy eating and exercise. It resulted in me eating fast food too often, becoming crabby, and extremely negative. I also became obsessed with page views and video views. After a rough incident, I decided to finally fix that. It has been 12 days that I’ve gone to the gym to drain my energy, juice fasted, and got a full night’s sleep. Sure, my games have taken a hit. Most are demos now that are obviously unfinished with temp art, but I’m very happy that I making something daily. I know after this challenge is over I’ll pursue a bigger project that resembles a more traditional indie game. For now, I’m starting to feel in control and happy. I’ve lost 11 lbs, I wake up early with tons of energy and I feel like running a marathon. This is only week 2 of this health trip. I can’t imagine where I’ll be in two more weeks. Even though the A Game a Day series will be over, I’ll still update you about it. Ok…let’s get to the game.
It’s a Endless Runner Demo. I found a tutorial on Udemy again and the game was simple, easy, fun, and challenging, so give it a try. I felt inspired to make my own original Endless Runner. The first idea that came to mind was adding a ton of power ups and destructible environments. Maybe I’ll try that in July or even tomorrow.
Again, thanks for reading! Swing by tomorrow where I’ll have more time for an original game.
Total Time Developing: 2 hours.
Today I posted my 19th game for this challenge. Once again it lacks art and sound since it’s a result of a massive time constraint. I did manage to get something done however. I prioritized my mental and physical health by focusing on my healthy eating and exercise (Down 10.5 lbs baby!!!). I creatively utilized some downtime at work to create today’s game (shh don’t tell on me). The result is something I called Catch-a-thon.
I drew a few steps on a sheet of paper prior to my lunch break, and it ended up working out how I planned. It’s simple. Enemies ‘come at you bro’ from the top, left, and right. If you get hit by any of them once, you lose. How do you defend yourself? You throw these wannabe pokeball objects at them that catch them, then they fade away. So basically you’re trying to see how many of these enemies you can catch within 30 seconds.
The controls are easy. You have to hold down one of the arrow keys (up, left, or right) as well as tap the Space bar to shoot out a pokeball object. I hope to expand on it and include some nice art. I think it could potentially be a nice fun pokemon fan game. Fingers crossed.
Thanks for reading again. See ya tomorrow for surely another time constraint game.
Time Spent Developing: 2 hours.
Today I went to work, headed to the grocery store to buy my veggies, made my green juice for the next two days, and headed to the gym where I challenged myself harder than before. I came home and decided to use the small amount of time to make a simple button mashing tennis-style game without art. I knew I could make it, but I wanted to see if I could squeeze it in with the little time I had. It’s such a simple game and very easy to make. I almost feel like teaching young kids how to make something like this.
In the game, there are two players, each only need to be concerned with pressing one button. For now, the buttons may seem unfair. However, this is a simple demo. There is a ball that bounces between both players (A blue and a pink player). Each player must click their button as the ball approaches them. For player 1, they must press the Space bar, and player 2 must press the down-arrow key. If they fail to press the button on time, they lose. Also, every time that each player manages to bounce the ball back, the ball’s speed increases my 20 pixels per second. The game becomes very hectic very fast.
I haven’t posted it yet since the itch.io site is down for the night. I’ll have to post it tomorrow at some point.
Once again, thanks for reading! Swing by tomorrow for hopefully another game. I hope to dive deeper into a game this weekend.
Time spent developing: 1.5 hours.