Holozing Adventure: Participating in GameJam with a Project Based on Holozing - Introduction and Initial Ideas

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It's been a while since I participated in Indie Game Jams or anything related to solo development with limited resources. This is due to my time, currently divided between work, family, girlfriend, a bit of distraction, and the rest trying to contribute content to the Hive community.

Recently, a longtime friend on Discord servers mentioned the Week Sauce Jam created by Miguel Friginal, a well-known indie game developer among us. Unlike other Jams, this one doesn't necessarily require a specific theme and spans over months, almost like a year-long Jam where you submit project progress each month.

So, I thought, why not create something related to the Hive network where I spent a lot of time? Clearly, I didn't have many game options to base it on; perhaps Splinterlands? Seemed too complex for the first month. No chance for dCity, as it might seem like creating a Sims copy. What about Wrestling Online?

I ended up following Holozing news by @acidyo and @holozing , and although there's no game foundation yet, games collecting "Pokémons" seemed consistent and effective in the short term. After all, I have to deliver a playable prototype by March 1.

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Holozing Adventure

Is the name stupid, maybe? Well, I'm not creative with names; just look at mine. The game's central idea won't be based on cliché monster-catching in an open world, defeating region "leaders," and earning trophies. I aim for something more interesting, an action theme with a followable campaign.

Considering limitations due to the current Holozing development phase, lack of revealed monsters or additional objects, all available material is in the project's Whitepaper, but not necessarily all future information.

Knowing this, it wouldn't be smart to spend time creating new creatures for a game based on "collecting monsters" with less than 20 monsters. In this first prototype phase, my focus is on delivering a playable experience:

  1. The main character (still unnamed) comes from a lineage of "Healers" responsible for maintaining the world's ecosystem order. However, there's a (unnamed villain) willing to change that.

  2. Choose between two initial monsters. Learn their abilities and sub-quests to understand the game mechanics.

  3. The potentially boring part, detailed context about the game's story, what led to the situation, and additions of "important" characters to the game's context.

  4. Face the first major problem, a boss monster from a specific region. I'm not sure if I'll add other Healers for each wild monster. Maybe not, time is precious.

  5. The hero obtains another monster to control. Conclusion of the first chapter.

Real-time battle or turn-based?

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Turn-based Battle, Pokémon.

To decide, I considered what would be easier in less time, including movement and attack animations, programming for NPC characters, and battle time. Both have pros and cons, but what left me in doubt was that for Real-time Battles, I wouldn't necessarily need complex AI programming; I have experience with games in this genre, and the art could be in just four directions.

While for Turn-based Battles, I would need to build something good regarding AI to avoid being boring. Although I would save time using only attack frames, effects, without directional animations. It was a typical choice between Art Problems x Programming Problems, which can be solved with a formed team.

So, it will be a more active battle, similar to games like Zelda, Hyper Light Drifter, Moonlight, and others.

Chance of success?

As mentioned in the introduction, I've been away from this hobby for a long time, and I might feel lost at some point, setting it aside a bit. However, it's not my first Game Jam; I've participated in several in shorter times, delivering a prototype-level project between one to two weeks. I'm primarily a Pixel Artist; programming came with the desire to test my art in games. Some of my creations for a paused project:

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Art style for the game, Images from my project Leart Tale Heart.

The last update of my project Leart Tale Heart, this is my Pixelart base style for every indie project I do. Simple art but detailed in smooth animations.

As usual, I organized, separating each project's priority part per week. The first week is only for basic programming, something executable without caring about general art, graphics, or sound art. The next week is where "test" arts come in; it's the first version that will be refined in the last days. In the following week, only polishing happens, as mentioned about the art, and adding the sound part.

Well, I'm not a sound designer, and I don't intend to learn something like that in just a month; I can't promise something extraordinary. Be happy if I manage to create a small Bling and whistle as a sound effect LOL

Start-to-Finish Deadlines

The Week Sauce Jam officially started on January 1, but since it's practically a year-long Jam, the second phase will begin on February 1. However, I'll only start on February 3, so on Friday this week. The first phase ends every last day of the month, with the next one starting on the first day of each month.

FaQ

  • Does this have any connection with the game Holozing?
    • Despite the similar context, it's a future independent game with no connections to the blockchain game.

  • Any possibility of interaction with the Hive network?
    • Not at the moment; time won't allow me that pleasure.

  • Price to get a digital copy.
    • Being designated for a Game Jam, there will be no cost for the player, just wait and play.

  • Which platform will it be available on?
    • Desktop Windows/Linux; Android.

  • Engine/Language used
    • Game Maker Studio 2 (Possible change to Godot).

Final Thoughts

I'm quite confident and committed to this project; perhaps it's my first based on some other non-traditional game. Also, based on collecting monsters. This seems like a great challenge and consequently a good learning experience for what's to come. If you're still in doubt about my ability to develop this, unfortunately, Game Jams don't keep a fixed link for game results; I would have to search through dozens of pages to find them. Luckily, I always save some GIFs of my achievements. Here are examples of winning projects, still in prototype:

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Gambit Souls
Second place in LudumDare Jam - Theme: One Chance. A roguelike where the protagonist is death itself in the abyss, the game is fast-paced in the Hack-And-Slash style with a Dark Souls theme. No complex stories or monsters scattered on the map to hinder; just a long solitary path to face a single monster. The very End.


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Who Are You?
Based on the game The Game, you operate a new system to compete with modern computers but end up discovering some hidden things in the famous DarkNet. The game is an action simulator involving a lot of puzzles and general knowledge.


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Junggle Heart
Second place in June Jackpot JAM. This one had no end; it's a random map and monster roguelike. With each eliminated wave, the difficulty increased. This game was made in 7 days; you can see that I barely managed to finish all the game's sprites. This red and blue enemy was supposed to be a big orc. But it didn't get out of the silhouette. This might be the only one that I still have the code and files saved in the cloud. Maybe I'll release an acceptable version to play.

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