Game: The Runthrough
The Runthrough is my third game that will be released on app stores. It's the real showpiece of my portfolio at the moment. This game has had a total of 2 years of development. That includes 3 complete rewrites from the ground up. The Runthrough was first a "skill test" to see how far I could come in re-creating The Impossible Game. While developing it I quickly saw that I could do so much more with this concept, so I turned it into my own game with loads of features. check out Track Development Tool!The Runthrough's website (beta)The forum with many TDT enthusiasts!
The Runthrough is quite hard for me to describe. It's a pure skill-based platform-arcade game that relies on levels synced to music. By touching the screen you can make your player / block jump, and by doing so you can jump on other blocks / objects and avoid spikes. Sounds easy? It's very, very difficult!
The game is developed in GameMaker: Studio, but there are parts that are running on http://www.djek.nl/ to provide features GameMaker doesn't have by itself. For the Windows release a custom MySQL highscore database system will be created, which makes use of the Djek-account system (see Track Development Tool). Other parts include a purchase receipt verify script (for iOS) and the game's website.
The Runthrough is scheduled for release on iOS, Android, Windows, Mac, OUYA, Ubuntu, Windows 8 native, Windows Phone 8 and maybe even more in the future.
I am developing and designing the game alone, however, the game is financially supported by Dan André Syrtveit (see Mad-Silence Partnership for more info).
As for the music, right now a lot of songs from KNH (a Norwegian music producer) will be featured in The Runthrough. I am currently in negotiation with OWLSA for licenses for artists such as Skrillex, Kill The Noise, Nick Thayer, ZEDD, and more.
The Runthrough is scheduled to be released on iOS first in the end of January / begin February 2014.
There are a lot of versions of The Runthrough, and since I always enjoy posting the stuff I make to the community there's quite some footage available of every "stage" in development.
So here's a small "revolution of" The Runthrough!
Stage 1: The Impossible Game remake
Stage 2: The Runthrough 0.0.1 / 0.0.2
Stage 3: The Runthrough 2nd Engine Proto
Stage 4: The Runthrough 2nd Engine Beta
Stage 5: Rungine
Stage 6: TNTRT: The New The Runthrough (no gameplay yet, but close to Rungine)
Here are some screenshots from the "final" version of The Runthrough!
Semi Game: Track Development Tool
Track Development Tool (TDT) is the official level creation tool for The Runthrough. It's way too advanced in my opinion. TDT has features like in-game physics previews, a background effects editor, and many more.
TDT took about 4 months to develop, and was build using GameMaker: Studio. TDT relies on the Djek-account API. It's a framework I designed so people can easily find their license codes for purchased products, but the account will also hold their highscores and other game related data. This whole system was coded in PHP / MySQL, with a tad of HTML / CSS to make the login / register / account environment work.
You can check out the Djek-account environment here: http://account.djek.nl/
I could go on and tell about every single feature of TDT, but a trailer makes much more sense:
The Djek-account framework is a server side API which I initially designed for Track Development Tool, but which I later adapted to many other uses. It's currently able to initialize purchases by generating an order ID and then linking that through to FastSpring (an online payment solution), extra steps for verification, displaying ordered products, including the license codes and order ID's in the Djek-account environment, which consists of a login, register, and account page.
A "forgot your password" page is also there. Registering is done securely by taking the raw password, hashing it, and then taking the hash of the hash to use as salt for the next log in. That salt is saved into a database.
The other side of the Djek-account framework are the parts that are designed to communicate with GameMaker: Studio. This way programs like Track Development Tool can pass through data like login details, licence codes and more to the scripts which will return the final data back to GameMaker. The whole thing took about 2 weeks to make.
Sparkle is the first game that I published onto iOS and Android. It's a major milestone in my life, and I still love the (original) game today.
The released version on the app stores is actually not the best version there is. Just before Sparkle was released, GameMaker: Studio was updated with an important fix which blocked me from exporting the app. Unfortunately, it also came with a new physics engine. This new physics engine was, apart from being awesome, totally different from the original one that Sparkle was designed for. This made me have to scrap many awesome things from Sparkle, and so the final result is much less polished than the beta's.
Sparkle has been coded 2 times. I got the first ideas for Sparkle while on vacation in Austria, and did the first work for the game there. I remember the good times... having my own room there when I was 14, on my super old laptop, programming till midnight... great memories.
The first version that I released on the Dutch GameMaker Forums is still my favorite one. Going from a mouse based game to a touchscreen based game is normally not that difficult, but in this case, it was. I had to compromise on many things, and some say the final result is a completely different game than the first one.
This is the final trailer for Sparkle:
And this is the first trailer for Sparkle: