The Adventures of Asset
Controls:
- "LEFT" and "RIGHT" arrows, or "A" and "D" rotate our bouncy friend around.
- Move your mouse around to look around and plan ahead.
Intro:
This game was made for the Extra Credits 2020: Take Care game jam, the theme being, you guessed it, Take Care.
Help guide our rectangular friend around to find out what's at the end, and who the mysterious voice is.
Take Care:
- OF YOURSELF! This game deals with themes of depression. It may not be suitable for all persons.
- OF YOURSELF! This *may* also be a rage game... If you need a break then take it! I don't have save features yet ( sorry ), but you come first =)
- Character: The characters controls can be quite fun, and there are a few tricks to staying in place. You'll need to take care of how you move to make some jumps.
- World: The world has a tendency to... encourage falls. Take care as you explore so as not to fall.
- Story: Although not implemented for the EC2020 jam, the story was envisioned as having alternative endings, depending on how you "take care" of the mysterious voice.
Credits:
- Game Development: Me
- Audio & Graphics: Made by me
Special Thanks:
- Kevin Payne: For being awesome (oh, and early play testing ;-) )
- Charllotte Gale: For being fabulous (and keeping me sane :-) )
- Matthew Hill: For also being awesome (and helping me brainstorm B) )
- Tom Queen: For being a legend (and letting me rant about stuff :-p )
- All the other play testers: You know who you are!
- Extra Credits: For making this tasty sandwich ^_^
- Players: Your pain and suffering brings a tear of joy to my eye.
- Godot: For helping me go dotty (and making this game)
Status | Released |
Platforms | HTML5 |
Release date | Aug 24, 2020 |
Rating | Rated 2.0 out of 5 stars (1 total ratings) |
Author | TheWhiteRaven |
Genre | Platformer |
Made with | Godot |
Code license | MIT License |
Asset license | Creative Commons Attribution_ShareAlike v4.0 International |
Average session | A few hours |
Languages | English |
Inputs | Keyboard, Mouse |
Accessibility | Color-blind friendly, Subtitles |
Comments
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Hey Raven! Hope you are doing fine!
We talked a couple days ago on lumiradio about gamedevving and getting the drive to work on projects, remember me? :) I’d told you I’d do some research and get back to you on itch, so here! Apologies for not getting back to you sooner, I had a busy couple of days.
There might be a lot of points you’ve already worked on/are proficient in. You’re free to completely ignore those -- it was just easier to organize like this, since I don’t know what you’ve already done. This is also one perspective, one way of working and, because my own project is very different from yours, there are a lot of areas in which I don’t have any experience (ie looking for professionals, for instance). This is far from perfect, but hopefully it’ll give you some pointers and resources you can use to work on your own stuff and keep the fire going!
(I haven’t gone far into Adventures of Asset, as I have an AZERTY keyboard and am not used to arrow keys anymore, but I really like the concept)
This is a HUGE comment. It includes links. Use whatever you want in it, and good luck with your future projects! :)
Planning & organization
Since our conversation, I’ve looked into dedicated Reddit channels, and /r/gamedev/ might be an interesting/inspiring place for you to visit, get info and encouragement. You can also come up with your own dumb things to do to help with your determination. Personally, I keep tiny jpgs of my cast of characters that I made in an image creator (https://picrew.me/) when my project was just a vague idea, in my project drive. It’s silly, and they’re caricatures, but it helps with my focus, as well as keeping my art consistent.
The project proper: resources & assets
I have less info for you in the points that follow, as I draw my own art/use completely different software than you do -- I dunno how Godot works, and some of the resources I suggest might not be supported by it. Still, I hope this at least inspires you some.
GODOT
ART
(You may want to hire an artist when the rest of your game is done with, so that you know precisely how many/what kind of assets you’ll need, so I suggest working with placeholders if that is your plan. You may also do research on artist rates beforehand so that 1) you’ll be aware of the budget you’ll need and 2) you’ll make an offer that is worth their time. Way too many professional artists get ridiculously low offers.)
MUSIC
- Here are some sites that offer music that is free to use (caution, make sure to read the policies on each site “under Licensing”) before including it to your project. Some come with caveats when it comes to commercial projects and specific instructions when it comes to crediting authors): https://freemusicarchive.org/ ; https://www.bensound.com/royalty-free-music/, and of course, https://incompetech.com/
- Should you need to hire composers, this can help: http://www.gameacademy.com/hire-game-musicians/ (same remarks as when it comes to hiring artists)
ADVERTISING THE FINAL PRODUCT
Once your game is polished and perfect (https://ninichimusic.com/blog/2018/1/4/10-places-to-find-beta-testers-for-your-indie-game, if you need a larger pool of beta testers, but you may want to directly use students as testers, given what you want to accomplish?), and assuming you want it to be spread, you might consider sending a link or review copy to YouTubers specialised in your type of games, ask Steam curator groups to evaluate it, or even send an email to your old school, depending on the levels of maths involved?? I don’t personally care about advertising, as I told you, as I’m just a hobbyist: my games would be freeware, and all I want is for the people coming across them by chance to end up having a nice experience. But if you want to make projects to help people, how to reach them would definitely be something to consider. You can advertise both to indie fans and to teachers, in your case. :D (for instance, by looking up forums for both categories, reaching out to teachers you know irl, etc).
Godspeed!
Heya Mara ;)
Thank you so much for this! The chat we had really helped pick me up from a very low place and has helped me to re-channel my efforts. Knowing where to start looking for the things I feel weakest on is a huge help, especially communities wise (was scary enough just opening up about things on lumiradio).
My current plan is to take of the perceived burdens I've been loading onto myself, and get back to basics. As you said, creating an expected project timeline (though, milestone-line in this case) is one of the first items on my agenda. Once I know that I'm even going to go back and reassess what development environment to work in (GoDot, Unity, or Unreal) as I'll be able to determine the best environment based on example workflows for each bit, and the consistency & ease with which I can follow them.
Am also going to give picrew a proper looksie for the same reasons you mentioned. I've kind of got a crude method of making graphics for games, but they're just that. Crude. Having a "crude" model and a pretty-but-wrong model of the same thing may be quite helpful ^_^.
I had never heard of an AZERTY keyboard before! DVORAK was the limit of my understanding of different to QWERTY keyboards lol. Rest assured though, I have added Q and Z to be left and up appropriately (though, you don't actually need up or down... but figured that saying Arrows or AD would be more confusing than Arrows or WASD). Just as a quick warning, I was partially inspired by Bennet Foddy's "Getting Over It" when making the game lol.
Thank you so much again for the info!
Hello again!
This reply makes me happy in ways you wouldn't believe, and I really hope you'll be able to keep on keeping on. :)
I feel you, asking for help is really difficult. I've been terrible with that in the past, and still am now, so I completely understand your position. But the fact that you were willing to open up about your project on lumiradio already shows how motivated you are. I feel like identifying and working around your shortcomings is a good compromise -- you can work on your project, feel like you're making progress on a regular basis, all the while getting a clearer picture of what additional skills you'd need so that it's easier for you and other parties if/when you need outside help. And again, I'm not qualified, but the steps you've listed seem to make perfect sense to me (I've done roughly the same to select the narrative game development software I felt the more comfortable working in at present). What the engine allows you would be even more of a determining factor in your case, I presume, so that's really important.
Yay for Picrew! I'm a staunch believer in playing around with your characters in order to get a firmer grasp on them and remain interested in their stories -- but the type of games I'm trying to make might also skew my perspective. There's also a danger in thinking up a thousand what ifs and neglecting the setting you're supposed to be working on, but used as you said (as a visual aid) it is definitely serviceable.
(AZERTY keyboards are used in certain European countries :) It's normal for games to be developed with QWERTY layouts in mind, in any case. Duly noted re: difficulty, I'll remember to take deep breaths and calming walks :D)
May I follow you on here? There are times where I'm not often online for months on end, so it might not be timely, but I'd be happy to get notified about your future games (even if they're not THE project)! As for THE project: fight on!
Of course! I may not pop on here too regularly myself, but maybe that'll change once I really get into the swing of things =p
If memory serves, I think Toby Fox mentioned about making the music for somewhere before designing it. Different medium, but same premise. (So *THATS* what the fox says... ba dum tss).