Tuesday 21 December 2010

Ten Ton Ninja Xmas Level Pack

Just uploaded the new Xmas Level pack for Ten Ton Ninja.
It's 5 extra levels of fat ninja Christmas fun!

Get it at http://www.addictive247.co.uk/tentonextralevels.htm

I've also put it in a nice simple installer so all 5 levels are installed in the correct folder. You can then just launch the main game and get to the new levels from the Custom option on the main menu.

Enjoy!

Sunday 19 December 2010

Ten Ton Extra Levels

Currently working on some extra levels for Ten Ton Ninja with a Christmas theme. They should be available in the next day or so.

There's more extra levels that can be downloaded at http://www.addictive247.co.uk/tentonextralevels.htm

It's really simple to use the Extra Levels. Once you've downloaded the one you want (see instructions on the page link above) start the main Ten Ton Ninja game and select Custom Levels from the main menu.

Click on OK and you will see a list of the Custom Levels available to you. I think there were 10 in the original release of the game. Any new levels you've downloaded will also be in that list.

Just click on the level you want to play and then click on PLAY.

You can also use the Level Editor that comes with the game and design your own fiendish levels. Submit them to us at our main email address and we'll put them up on the website.

Saturday 11 December 2010

Game Modes

The article I posted the other day about creating game modes and not levels was a really interesting read and got me thinking (and doing) about level design.

A lot of the time when designing levels it's really easy at the start but then it does become a bit of a chore trying to come up with new and interesting levels. Game Modes, I think, gets rid of this repetitive and largely boring design stage.

For example, on my next game I've been looking at it just having Game Modes and no real level structure. I've been working on a Survival Mode where the player has to survive for as long as they can. With random elements the game mode is never really the same so it's fun (and different) every time you play. I've wasted more times playing the game mode than I have at coding it - which I think is a good sign.

If I design enough different game modes then you should have a game that has a lot of content. Some of the modes could be unlockable depending on what you have achieved so far which would also make the player come back for more. Online High Score tables for all the modes would also make it appealing.

Any thoughts on Game Modes?? or do you prefer traditional level design?

Tuesday 7 December 2010

Another interesting read . .

http://www.toonormal.com/2010/12/03/five-years-as-a-full-time-indie/

A really good read about a full time Indie Developer and the journey over the last 5 years.

One day I'd like to document my journey through this mad world of games but . . . maybe I will when it's our 10 year anniversary - next year, June 2011 - wow!!

Saturday 4 December 2010

Create game modes, not levels

A very interesting article here

It's about game design and about creating game modes and not levels. It's a lengthy article but well worth a read.

Also, check out the game that its relating to Steambirds: Survival
I think I lost at least an hour playing it yesterday - excellent design, fantastic game!