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Author Topic: Pale Blue: First game on PlayMaker  (Read 3892 times)

Ticked_Off_Pixel

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Pale Blue: First game on PlayMaker
« on: January 19, 2013, 09:26:09 PM »
Hello folks!

I just finished my first 'game' in Playmaker.
Play it here: http://www.kongregate.com/games/ticked_off_pixel/pale-blue

It's actually just a prototype that I came up during my studies of Playmaker and Blender.

I focused a lot more in the softwares than in actually making something with a story.

Please, check it out and rate it 5 star! A little share in Facebook can't hurt either  :)

And let me know what you think, and what could have been done to make it better!

C ya.

Red

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Re: Pale Blue: First game on PlayMaker
« Reply #1 on: January 20, 2013, 07:57:40 AM »
Looks pretty good but i'm curious what you plan to do with it... is it going to be a "sim" like game? a strategy game? a solar system emulator?

also, (and this is probably going to sound harsh but that is totally not the intent) what are you doing to keep the player playing? a lot of games tend to succeed because it finds a way to make the player want to keep playing (whether that be story, game-play, etc) and quite a few games don't succeed because they can't keep the player's attention for very long (or they become repetitive with little reward to the player.)

You've got a very good start going but it's begging for something more and i do like what you've got.

Ticked_Off_Pixel

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Re: Pale Blue: First game on PlayMaker
« Reply #2 on: January 20, 2013, 09:19:14 AM »
Thanks, Red!

I'm planning on doing an Apocalypse game, where the player can choose all forms of destruction (Nuclear War, Flood, Earthquake, Asteroids, etc) but i haven't yet stopped to plan the details, to keep the player playing, as you said.

This is a huge problem, usually overlooked by newer game designers. With Unity and Playmaker you can make a fast "interactive system", but to do a "game", a lot more planning and dedication is needed.

Since I don't have someone to help me with art (my weak point) I keep on studying and doing these short "interactive systems" waiting for the right time to try for something more complex and playable.