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8 Lessons I Learnt Making Tealy & Orangey
This is a ramshackle account of the 8 specific lessons I learnt during the creation of a Flash puzzle/platform game.
Tealy & Orangey is a small puzzle/platform game made in Flash. It was made by just me, in my spare time.
Very slightly under two months ago I spent an evening learning Flash and the Flixel library written by Adam Atomic (of Canabalt fame). It was the usual momentary spurt of wanting to learn something new, combined with wanting a fast prototyping tool. XNA is nice and fairly straight forward, but I still find it a bit too much to get a simple game running.
Flixel, as I mentioned earlier, is fantastic for prototyping and other quick 2D game development.
In the time after that, I spent the odd hour here and there making a sort of re-imagining of one of my favourite games of the Amiga era, Cannon Fodder. For some reason nobody has made a modern “one man RTS” (I guess maybe League of Legends and the like are similar, but always with the elves and orcs!).
So I was plodding on with a few hours of progress here and there. I got to the point of having a map, enemies, various weapons, and a lot of the core elements in place, when it because Christmas.
Actually that’s a lie, just before Christmas the usual deluge of good games came out, and distracted me from doing any development for a while.
After Christmas I was wanting to get back in to it, but it had been just enough time that I had gotten a little rusty. And to be honest, I was getting a little fatigued by not having much of a whole game to show.
Lesson 1: When people say “start small”, listen to those people. They are clever and I am an idiot.
So I wanted a small game idea that I could get together into something to release. I don’t usually tell people my New Year resolutions, because I think it’s a bit naff, but I had been very annoyed at myself last year for starting a few games and not finishing them. This year I had told myself I was going to release something, and something I could be proud of.
But I needed an idea.
I had the idea of a platform game. I really like the theory of games like Super Meat Boy, N+, and VVVVVV. I say the theory, because I’m absolutely awful at them. Just don’t have the skill or reactions at all. But what if I was to make one, I could make it with levels that I could do. That would work.
Lesson 2: Make something that you really want to play. Because you’ll be seeing a lot of it, and later on you’ll have to tell people why it’s absolutely brilliant.
But there are a lot of games like that out there. I’m sure there are other people like me thinking of making a new one. I’d need a hook. To be entirely honest, I can’t remember what clicked the idea of Tealy & Orangey in to place. I just remember visualising the horizontal split, the two colours, and then later levels with holes in the floor.
(Actually, I’m going to edit myself here. I have just remembered that for whatever reason, a PS2 game called Kuri Kuri Mix – The Adventures of Cookie & Cream in some territories – had been floating around in to my head. Looking back, this must have been the inspiration to some degree, as it was a game that could be played by a single player who would have to move two characters. You had different controls for each, but it’s too similar to not have been an influence on my line of thought.)
At this point the game was in black & white in my head. It’s a simple colour scheme that lets you get away with a lot in terms of not having a lot of detail in the art (I am no artist). The problem, I was thinking, was Limbo. And the Misadventures of P.B. Winterbottom. And probably a load of other really nice looking greyscale games. Frankly, it’s been done, and it’s been done a lot better than I would be able to do it.
I needed another colour scheme, of two striking colours. I have no idea why it popped in to my head, but I suddenly thought of the