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Behold the Kickmen: Development Diary #00002

May 122016


Kickmen took off because I was doing loads of COOL and INTERESTING things making a unique football game, and tweeting out gifs of the progress.

Sadly, the reality of Game Dev has set in and those days are over for now. The real grind of boring work sets in.

The first thing that happened this week was designing something to stop football being so impossibly dull. It’s just endless running up and down the arena, trying to do a goal. You have the ball for a bit, they have the ball for a bit. Repeat to fade. It lacked something, something more long-term. I was (still am?) tempted to put Power Ups in to liven things up a little, but for now I’ve added the FEVER system, which is something the game needed and really really helps.

I told Michael it was his idea but really I’d planned something like this from the off (good management technique: make people think they’re contributing in some way). The game needs a currency. I’m not sure what it’ll be used for yet, probably upgrading your players, but the FEVER system works well for that. Every time you perform a key action – a goal, a successful pass, a big kick, a tackle, whatever, you earn FEVER points as the crowd goes wild. It also increases your FEVER MULTIPLIER, which ticks down over time. What this all means is the better you do – lots of lovely passes and kicks in the right places, the more FEVER points you earn.

This adds an extra layer to the game. Yes, you’ve got to win and do lots of lovely goals, but you also want some cash to spend so you’re constantly upping the quality of your playstyle.

The other thing that’s gone in is LEAGUES. I understand this is a huge part of Football. We currently have 6 Leagues each containing 5 teams. If you win, you move up the League, if you lose you go down. That’s probably how it works in real football, I couldn’t be bothered looking it up.

It currently looks like arse, I’ll show it off when it looks a bit less embarrassing.

Anyway, getting all that generating, loading and saving properly was just one long boring headache, and the lack of interesting gifs of the process simply goes to show that 10% of game development is an enchanting, hilarious, fun experience and the rest is just dreary typing and things going wrong.

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