Update: Hypothermia is now available on itch.io!
For the last few days I’ve been participating in the Experimental Gameplay challenge, a monthly game-making competition. The only rule is that you can only spend a week on your entry, so on December 1st I sat down and started crunching on a game for the chosen theme, “Temperature“. The result is Hypothermia, a first-person point-and-adventure in the style of Templar Studios’ Mata Nui online game. You can download it here.
This is the first game I’ve made that used Slang for scripting. Nearly all gameplay code is written in Slang, and it was incredibly helpful. Instead of making changes in AS3, recompiling the game and testing, I was able to hot-reload script files with FLAKit and see the changes instantly.
In addition, I used Ogmo Editor to set up entities in the scenes. I’ve never used it myself before, and I wish I had started sooner. With the help of the OgmoWorld and XMLEntity classes I wrote, I was able to load entities from Ogmo levels automatically with barely any prep work involved. And, once again, FLAKit’s hot-reloading allowed me to modify the levels and see my changes instantly.
Using Slang and Ogmo together allowed me to use a much more data-oriented approach to development than I’ve been able to in the past. This greatly decreased iteration times and allowed me to get scenes finished faster. In many cases I was able to work on the game for upwards of ten minutes without closing it once.
As usual, I used Flashpunk as a flash framework and Inkscape for graphics. The source code (as well as the original SVGs for all the art assets) can be found on the project repository in Bitbucket.
[…] used Ogmo in one of my recent games and came up with a ton of entity types that sent my productivity through the roof. Unfortunately, […]
[…] Hypothermia was my game, so I can’t really review it fairly. Nonetheless, I’m quite happy with the way it turned out, and I would consider it feature-complete, which is always a good goal. The postmortem is here. […]
[…] Hypothermia is a neat little bite-sized point-and-click adventure game with an experiential element. Created by Jake Albano for the Experimental Gameplay Challenge, Hypothermia will have players quickly clicking through their objectives making a little more progress each time before they find themselves freezing to death. The concept comes together nicely and I’d love to see this game developed into a longer experience. Check it out at the link below. Download Free […]
[…] Hypothermia by Jacob Albano […]
[…] For the most part the gameplay is nothing complex, so I was able to build on the engine I wrote for Hypothermia. I created a data-driven cutscene scripting system using Slang, which I wrote about here. This was […]
How can I play or download this game? Is this payed or free?
Hey there! The game is free, and the download link is in the first paragraph. Here it is again for convenience. https://bitbucket.org/jacobalbano/cold/downloads/Hypothermia.zip
[…] all the games I’ve made so far, Hypothermia has seen the most success. I somehow managed to get reviewed by both Indie Impressions and […]
[…] A while back I made a little game called Hypothermia for Experimental Gameplay‘s “Temperature” challenge, a game jam of sorts that ran for a week during November/December 2013. It got reviewed by Indie Impressions and Indie Statik, and some guy from China did a Let’s Play of it. […]