Attack of the Fluff Monster, gameplay captured in an artsy photo |
"I have 30 screens, 4 colours, and a screen resolution around 160x144px to use.
You get a bonus if you correctly guess what I'm planning to do."
~ Yours truly, on Twitter, 11:49 AM · Jan 23, 2021
The Hot-Spot feature makes point-and-clicking possible. |
The game making phase...
Day 1.
The weather was perfect to take a walk, and the first day I spent thinking deeply about my in-mind prototype while enjoying a stroll with my partner. How many choices the players will have? Will I be able to make a functional menu? Is it possible to reach a satisfactory end with just 30 screens?
The plot unfolded as I was thinking about it. The game is going to be short, and I want to have fun doing it, thereof it should be both silly and light-hearted. Parrots - the budgerigars - were chosen as the main characters. And the player's goal was to find out what has happened to the parrots and how to help them. The most wholesome image I know of came to my mind: a budgie in a blanket*. And thus the villain was born too.
Having the basic plot done, some "puzzles" and exploration had to be added, so I could have an actual gameplay besides pressing "A" button if you know what I mean. I had some warm ideas already laid down, but I decided it will all come out in the wash - it was a simple concept after all. It was time to stop thinking and start doing. Attack of the Fluff Monster was about to be created.
Day 2.
Some people asked me if I did the backgrounds with the software's built-in drawing tools. To answer: no, I drew the backgrounds on paper - which is way faster to do for me; saving time is essential. Then I photographed the drawings under good lighting conditions and with the Camera's high contrast/brightness settings. The photos got further edits (artifact fixes, GUI elements, text) with the in-app tools; doing necessary copies of various "gameplay states" etc. as I went further. Always remembering to keep the pictures in the correct order.
Now, some people asked how I made it clickable, or playable, or how the Camera's Hot-Spot feature works. Well, to put it simply, the feature allows you to choose a spot on the photo, and assign an interactable action to it. There's a catch though: you can only assign few of them: just 5. I had to be very stingy about how I use my hotpots! Especially when applying them to bigger areas or adding QoL improvements... Another fantastic thing that comes with the Hot-Spot feature is that you can add various built-in sounds, visual effects, and transitions as well! It's worth remembering that a single hotspot cannot have *both* SFX and music in it - it all counts as a single "channel".
...and some deeper thoughts
Game design-wise, while the Splash Screen and the short Intro teach the player the basic controls (pointing-and-clicking) and give them a goal and motivation, the 1st interactable screen was made solely to immerse the player within the game's world, as well as to give the player room for exploration and to engage with the environment. This allows them to accustom to the finicky (even clunky!) interface, and to spark more interest in the story, maybe even allowing them to come up with some assumptions (conclusions?) already. The second room is where the real action starts and the player has to solve a tea-making puzzle to beat the final boss. There are two possible ways to finish the game: with and without meeting the monster earlier - adding replayability. While the ending is the same, I think that's still quite ingenious, if I may say so myself.
Room 1, Room 2, and the tea-puzzle. |
The recording and the save
I polished my little weekend project further in the next few days and called it a day. But then my partner came up with the idea of capturing the gameplay on a video.
With his retro-gear, the game was soon running on a Super GameBoy 2, and the SupaBoy SFC console. The footage was captured via the SB SFC's 's AV output, combined with a simple RCA USB grabber, and here's the effect:
Somehow, it gained some traction and people began inquiring about possible save-share to experience the game themselves. It was a tough thing to solve: I did it all on the original, physical, hardware and I didn't have any save dumper which could transfer my save - photos and all - to the computer. Regardless of that, and however simple this project was, people wanted to play it, and I was here to deliver. It happened that I found out about GB Operator, and it felt like a good option to try out. Pre-ordered it and waited those few months for the shipment. And it arrived, quite recently on Dec 1st.
Reusing photos: 2 Cameras (one is personal, one is for fun things - just like this project ^_^), Gameboy, and the GB Operator. And a dinosaur. |
Cool! Can I play it?
Well, yes you can, at last! Here's the link to the save file:
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