Welcome to Kick Drum Games
Kick Drum Games is a partner program created by two students. We are learning to create games and will always put our best foot forward.
Our game, Tekki, is unique because it is like a cross of many different and familiar games with an unfamiliar goal.It mixes famous JRPG and RPG elements to create a new and fresh style of game. You travel across the land of Shell to find the specialists spread around and bring them to your village. Fight monsters, save others, and become your father's pride and joy.
Our game, Tekki, is unique because it is like a cross of many different and familiar games with an unfamiliar goal.It mixes famous JRPG and RPG elements to create a new and fresh style of game. You travel across the land of Shell to find the specialists spread around and bring them to your village. Fight monsters, save others, and become your father's pride and joy.
To Mr.Cranley
Dear Professor Cranley,
My name is Sydney Moody. Thank you for allowing the students of New Tech a chance to receive college credit for GCOM 420. I thoroughly enjoyed the class. I have created three prototype games in the last few months. They’re called Tekki, TetraLink and Fisticuffs. I’d like to expand my most thorough projects, Fisticuffs and TetraLink.
Fisticuffs is a fighting game where the characters punch to attack. I created a flat 2-D model for it using foam pieces. I drew out what I wanted my characters to look like and created names for each one. Then, I started writing out pseudo code. The code outlined what I wanted my game to do. I planned that the title screen would go to the the character select, to stage select, and then to the fighting sequence. On the fighting screen, I planned that there would be health bars and two types of attack. There would be a jab and a heavy punch. When it was time to take the pseudo code to C#, I inserted all of my characters and outlined enums and structs to identify characters and fight. Eventually, I created a code that would switch the player between two pictures. The character would jump to a punching position and revert back to a defensive stance to represent attacking. My next step would be to created the collision code to deduct the health of the characters with each strike. When the class was given time to critique each other, the most I was able to present was my artwork. In a few days, I was able to get one character moving and fighting. Others had looked at my game and also suggested that I finish my collision code.
I think compared to games like Street Fighter, Fisticuffs is refreshingly simple. It makes me think of older games like Jaleco’s Dead Dance because the characters don’t have fancy moves. The main appeal of my game, so far, is mostly the artwork. Street Fighter and Dead Dance a larger array of selectable characters. Street Fighter has a wide arrangement of moves too. Dead Dance has limited moves and all of the characters follow the same path, but for different goals. My characters have stories, but there isn’t a single player mode unfortunately.
TetraLink is a ball stacking game with stunning graphics, mostly compiled in Window’s Paint. The player stacks balls into columns of four or more to win. This was a co-op project. My two group members and I debated for nearly 20 minutes over what we wanted to do. We couldn’t decide what we wanted to create. One wanted to make a beat-’em-up and the other wanted to make a puzzle like game. We looked at other game genres and were inspired by Nintendo’s Dr.Mario and the Tetris series of games. Afterwards, we created pseudo code outlining our desire for a collision code to stack the balls up, and a detection method to remove the stacked balls. When we got it up and running, we had others play test the game. The only complaint were glitches that we managed to fix. Sometimes, the balls would go inside of each other and stack several color layers on one space.
Compared to our inspirations, Tetris and Dr.Mario, our game, TetraLink, was reminiscent of their styles, but fresh in appearance and approach. A random ball would appear at the top of the screen and would descend by 50px at a time, mimicking the speed of Tetris. Other than that, the similarities end. Yes, the goal is to clear either a certain number of rows or to reach a score, depending on the level, but that’s the only difference.
Once again, thank you for helping this course come to New Technology. I appreciate it and so do others.
Sincerely,
Sydney Moody.
My name is Sydney Moody. Thank you for allowing the students of New Tech a chance to receive college credit for GCOM 420. I thoroughly enjoyed the class. I have created three prototype games in the last few months. They’re called Tekki, TetraLink and Fisticuffs. I’d like to expand my most thorough projects, Fisticuffs and TetraLink.
Fisticuffs is a fighting game where the characters punch to attack. I created a flat 2-D model for it using foam pieces. I drew out what I wanted my characters to look like and created names for each one. Then, I started writing out pseudo code. The code outlined what I wanted my game to do. I planned that the title screen would go to the the character select, to stage select, and then to the fighting sequence. On the fighting screen, I planned that there would be health bars and two types of attack. There would be a jab and a heavy punch. When it was time to take the pseudo code to C#, I inserted all of my characters and outlined enums and structs to identify characters and fight. Eventually, I created a code that would switch the player between two pictures. The character would jump to a punching position and revert back to a defensive stance to represent attacking. My next step would be to created the collision code to deduct the health of the characters with each strike. When the class was given time to critique each other, the most I was able to present was my artwork. In a few days, I was able to get one character moving and fighting. Others had looked at my game and also suggested that I finish my collision code.
I think compared to games like Street Fighter, Fisticuffs is refreshingly simple. It makes me think of older games like Jaleco’s Dead Dance because the characters don’t have fancy moves. The main appeal of my game, so far, is mostly the artwork. Street Fighter and Dead Dance a larger array of selectable characters. Street Fighter has a wide arrangement of moves too. Dead Dance has limited moves and all of the characters follow the same path, but for different goals. My characters have stories, but there isn’t a single player mode unfortunately.
TetraLink is a ball stacking game with stunning graphics, mostly compiled in Window’s Paint. The player stacks balls into columns of four or more to win. This was a co-op project. My two group members and I debated for nearly 20 minutes over what we wanted to do. We couldn’t decide what we wanted to create. One wanted to make a beat-’em-up and the other wanted to make a puzzle like game. We looked at other game genres and were inspired by Nintendo’s Dr.Mario and the Tetris series of games. Afterwards, we created pseudo code outlining our desire for a collision code to stack the balls up, and a detection method to remove the stacked balls. When we got it up and running, we had others play test the game. The only complaint were glitches that we managed to fix. Sometimes, the balls would go inside of each other and stack several color layers on one space.
Compared to our inspirations, Tetris and Dr.Mario, our game, TetraLink, was reminiscent of their styles, but fresh in appearance and approach. A random ball would appear at the top of the screen and would descend by 50px at a time, mimicking the speed of Tetris. Other than that, the similarities end. Yes, the goal is to clear either a certain number of rows or to reach a score, depending on the level, but that’s the only difference.
Once again, thank you for helping this course come to New Technology. I appreciate it and so do others.
Sincerely,
Sydney Moody.