Monday, June 21, 2010

Download Gingerdead!

The official release of Gingerdead is here!

You can find our game available for download at http://www.teamshenanigans.net/Project/Project.html

Saturday, April 24, 2010

Changing up Game Play

So recently, we've decided to significantly change up our game play mechanics in an attempt to reduce the chances our game will feel 'stale' after a certain amount of time.

Originally, when the player started up a level, they had to survive 5:00 minutes while enemies poured in through breaches in the walls. The player could attack and destroy enemies, which would drop pick-ups, which then gave the player the option to patch up walls to stop or delay enemies from getting in.

However, this lead to some easy ways to glitch the game, about halfway through the timer the player could patch up all of the whole up to about 50% and then would have almost nothing to do for the remainder of the time. The player also had the option of avoiding patching all together, and (while it did grow a little more difficult with more enemies), players could circle around mobs and kite, picking off enemies one at time or simply just waiting out the clock.

While we hoped that balancing all of this in Alpha and Beta would solve some of these issues and keep the challenge of the player, some early attempts at play testing showed that simply increasing enemy speed or decreasing patch's health didn't do a great deal to mitigate the issues.

So, after looking through our game play, we've decided one thing to try was to scrap the game timer and turn the game from a surviving the clock objective to a surviving long enough to collect X number of items objective, in this cause Gingerbread cookies. In addition, we've set up patching so that the player will use those same gingerbread cookies in patching up holes, so this gives the tactics to the player of either taking on the hordes of enemies and trying to defeat them as quickly as possible to collect the items they need or try and patch up some of the wall holes to control the flow of enemies.

While some of these ideas are untested, we're prototyping them out over the weekend to see if maybe they'll take the game in he fun, challenging direction we've been aiming for from the start. Keep an eye out for more information!

Thursday, April 22, 2010

Official Team Shenanigans Production Blog!

Welcome to Team Shenanigans!

Team Shenanigans is an all-student organization based out of Full Sail University, comprised of undergraduates from the Game Development and Game Art programs, and a graduate student from the Game Design Master's program.

This is our official production blog where you can keep track of the development of our first game project, Gingerdead.

Gingerdead is a survival/defense game where the player takes on swarms of evil Gingerbread men and other not so friendly candies- can you hold back the swarms long enough to take out their Evil Oven overlord?! Stay tuned for more information!


Cheers,

Paul Goodman
Internal Producer
Team Shenanigans