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Team Forte - 2d game, made on 48h jam

  • Thurnip
  • September 14, 2012 at 3:36 PM
  • Thurnip
    • September 14, 2012 at 3:36 PM
    • #1

    Hello dear fellows =D

    howdy?

    Three weeks ago, I entered a game development jam (similar to Global Game jam).

    In 48h our team should make an game.

    We were sit and waiting for the jam's theme so we could start working. Just for fun, we said: "fuck the theme... we are going to make Team fortress 2... we all love Tf2, so let's make a team fortress2 with girls, explosions and stuff... let's make an demake or something crazy." hahah

    Well, some minutes later, the theme was revealed... it was "TEAM" O_o We just started to laugh....

    Well, 48 hours later, we finished a game called TEAM FORTE, that don't have much like TF2, but the idea of a team of 3 people trying to escape from the apocalypse. A noun, a bum and a decapitated soldier are the main characters.

    They run and each character have an special skill, to overcome the obstacles (flying objects or ground obstacles).

    [Blocked Image: https://dl.dropbox.com/u/5442600/teamForte_splash.jpg]

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    It was a amazing experience.. learned a lot, trained pixel art skills (something i never tried seriously before).

    Nice thing on the project is we made it on flash, so we could set a lot of place holders to programmers, and we could work on art assets before, update the images inside movieclips and even make some coding to control playback frames, inside animated objects (explosions, debris, tween animated parallax bg)

    The pressure was good to thing in ways to improve my workflow and invent new techniques to draw (used some 3d in illustrator, to blockout the car, and an 3d wood plank, rotating around...)

    I made environment, parallax modules, flying objects, some debris and stuff. Glauber Kotaki made and animated characters (including flying ghosts)

    The coding was done by Renan Amaral and Thiago Larenas Faria

    Game design ideas by everyone, but most of the tunning and game design refining was done by a fellow co-worker Philip Mangione

    From now, i want to continue to resolve some bugs, gameplay issues, animate some of these flying objects and add some new ones

    When we have an final release, i'll post the link here :]

    cya!

  • Minos
    • September 14, 2012 at 8:47 PM
    • #2

    Very awesome, should be fun to participate in one of these one day

  • Sentura
    • September 15, 2012 at 11:50 AM
    • #3

    looks pretty cool, i like the way the mechanics work. i've done a few jam games as well, sometimes you have to get really creative with how things work.

  • mjens
    • September 15, 2012 at 6:36 PM
    • #4

    Nice! You did the game engine or you had to prepare game code and gfx/sfx only?

    [Blocked Image: http://25.media.tumblr.com/tumblr_m5mkleNikP1qg40aro1_500.gif]

  • Thurnip
    • September 21, 2012 at 3:08 PM
    • #5

    Sentura

    yeah, creative about gameplay and how to solve problems in a short time hehe. I like the idea of having a theme as an starting point.

    @ Seir

    We had programmer and other guy who works as a producer on a company, but is a former flash programmer too.

    They build up the game from scratch, in flash. Which was a good idea, other people could fill movieclips with frame by frame animation and/or vector assets. Good to work on separate parts of the game.

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