My name's Ben and I've been making games since I was ten. It's something I love to do, and I'd love to share what I'm working on!
Right now I'm just about 90% done with a game called Teatime Samurai. The game takes place in ancient Japan but I've taken some artistic liberties (in the vein of giant enemy crabs). I came up with the game while I was playing Robotron 2084, which is a super dope arcade game by Williams Electronics. The premise there is that you're a good robot built to fight the bad robots and save the last humans on earth-sort of like a proto-megaman (with better box art). The mechanics are super simple, with eight direction shooting and movement (I said four in the video, I lied, I'm sorry).
You play as a samurai returning to his old master for tea. When you get there, the place is surrounded by monsters. You're the only hope for a peaceful cup of tea.
How'd this happen?
When I started Teatime Samurai, I just wanted to play around with the basic gameplay of Robotron. I made a simple engine that was essentially just a clone with different sprites, and left it alone for a while.
Sometime in December, me and my friends were out on a frozen pond in a nature preserve. I had a big clunky electric lantern that lit up the woods around us as far as the eye could see. Suddenly I bumped against a tree and the the light went out. We were in complete darkness, save for some moonlight pouring through the trees, and it gave me an idea...
What makes this different?
It's hard to believe that what started as a clone has become so original. The only similarity this game now shares with Robotron is that you can move and shoot in multiple directions. What makes Teatime Samurai different is that every enemy is so unique. In a lot of games you see two kinds of enemies: the one that beats you up close range, and the other, who shoots stuff at you from afar. I wanted this game to be full of surprises.
I've developed unique AI for each enemy, which means a whole lot more work, but much more interesting foes. I'm glad I put in the extra effort. Enemies now include zombies, Onis that pick up and throw the zombies, undead wizards, giant feet that drop down from the sky to step on you, power shovels, human flamers, and many more.
Is it fun to play?
About the money:
I'm raising money for a few things, the first and most important being fees. I'm going to be initially releasing this game as an app for IOS and Android, and both require fees to open developer accounts. The rest of the money goes to music licensing, and buying a pair of glasses so I can continue using my eyes after this traumatic overuse.
If I get over the $250 goal, I'm going to pursue distribution via Steam and Xbox. That's as big as I'm thinking right now. If something insane and miraculous happens I'll come up with something more ambitious.
Q: You spelled Kickstarter wrong in the video, you know that, right?
A: No one told me they put the E back in!
Risks and challenges
The project is mostly complete right now, so the biggest challenges are behind me. Some things I still might need to overcome...
Working on this project has done really bad things to my eyes. After a day of hard work I often have a pretty bad headache and blurry vision. They call it Computer Vision Syndrome (CVS) and it's making it hard to work at times. With some of the funding, I plan to get glasses that help with CVS, which will enable me to continue working day and night for your gaming pleasure.
Other challenges are minor, and largely based on the amount of time I'll have to work on the game in the coming months. But it's gonna get done, and it's gonna be awesome.Learn about accountability on Kickstarter
- (30 days)