04-15-2019, 10:55 AM
Honestly I have way too many to list! I was rather over-ambitious in my early days. I spent far too much time trying to make a game and not enough time learning how to make a game. As a result I usually discarded my projects out of frustration when I realised something was way too out of the scope of my abilities. Let's review the bigger ones:
Project MQ (2008?) -
MQ was a platformer game where you played as a strange little cat with a rather... wide head. I honestly can't remember what the MQ stands for anymore but I'm sure Q stands for Quest. Either way, you attacked enemies with hairballs and had to get ammo for them by finding dishes of cat food. The game in its demo state featured about 5 levels and 2 bosses, one of which was just a ball that bounced rather aggressively around the arena until you hit it with enough hairballs. The problem with this game wasn't necessarily that I got frustrated with it; I just realised one day that it looked kinda boring. I wasn't the best level designer (and I still can't design levels to save my life, I really, really need to work on that)
I vaguely remember my favourite level being one where the level scrolled vertically downwards as you try to escape a collapsing castle. That was pretty fun (and really, really hard.)
Tamayoshi +vance (2007 - 2008)-
OHHHHHHHHHHHHHHHHHHHHHH HO HO Wow did I try too hard with this one. I brought a fellow MFGGer on board (Raikyo, I believe?) to help with development but my GOD it was just so disorganized, I tried to develop multiple parts of the game at once and throw another dev into the mix and what do you get? A hot mess of development hell. There was also a really dopey story I'd conjured up for a story mode that never got implemented because again, I was in over my head. There was to be an online feature too, where you could battle other players Yoshis or go on Yoshi Walks together. It was definitely one of those that had I been skilled enough at the time, I think it'd have been a lovely little gem. Instead it was a crusty, buggy mess. A trailer was shown at the first NCFC and my god It is one of the most 2000s edgekid things you ever saw.
The Unnamed MFGG Game (2010?)-
We don't talk about cursed items. Simply put, this project was ditched (and so was my love of making games at the time) the moment my computer decided to have a hard drive failure that caused me to lose everything. At the time I had put together a simple demo showcasing off the characters abilities, and for the most part I was pretty pleased with it. There was a horribly cheese filled script to go with it as for some reason I thought voice acting would be a great idea. I had little setups for Yoshiman- who moved faster and jumped higher when he wasn't wielding his sword, Thunder Dragon- who for some reason fired electricity out of his mouth, Parakarry- could slide into small spaces in his shell as well as attack with it and float slowly back to the ground when he jumped, Shadowman- had an arm cannon and Retriever II had an explosive crossbow, I was ready to start building levels when everything went to hell. I kinda hurt pretty bad because of it and left MFGG shortly thereafter, I think out of shame at the time. The story had to do with fictional, dramatised events surrounding The Split.
I do wonder if I Invited the hard drive failure upon myself; as the legends used to say "Those that make an MFGG game are doomed to ultimately not release it."
Project MQ (2008?) -
MQ was a platformer game where you played as a strange little cat with a rather... wide head. I honestly can't remember what the MQ stands for anymore but I'm sure Q stands for Quest. Either way, you attacked enemies with hairballs and had to get ammo for them by finding dishes of cat food. The game in its demo state featured about 5 levels and 2 bosses, one of which was just a ball that bounced rather aggressively around the arena until you hit it with enough hairballs. The problem with this game wasn't necessarily that I got frustrated with it; I just realised one day that it looked kinda boring. I wasn't the best level designer (and I still can't design levels to save my life, I really, really need to work on that)
I vaguely remember my favourite level being one where the level scrolled vertically downwards as you try to escape a collapsing castle. That was pretty fun (and really, really hard.)
Tamayoshi +vance (2007 - 2008)-
OHHHHHHHHHHHHHHHHHHHHHH HO HO Wow did I try too hard with this one. I brought a fellow MFGGer on board (Raikyo, I believe?) to help with development but my GOD it was just so disorganized, I tried to develop multiple parts of the game at once and throw another dev into the mix and what do you get? A hot mess of development hell. There was also a really dopey story I'd conjured up for a story mode that never got implemented because again, I was in over my head. There was to be an online feature too, where you could battle other players Yoshis or go on Yoshi Walks together. It was definitely one of those that had I been skilled enough at the time, I think it'd have been a lovely little gem. Instead it was a crusty, buggy mess. A trailer was shown at the first NCFC and my god It is one of the most 2000s edgekid things you ever saw.
The Unnamed MFGG Game (2010?)-
We don't talk about cursed items. Simply put, this project was ditched (and so was my love of making games at the time) the moment my computer decided to have a hard drive failure that caused me to lose everything. At the time I had put together a simple demo showcasing off the characters abilities, and for the most part I was pretty pleased with it. There was a horribly cheese filled script to go with it as for some reason I thought voice acting would be a great idea. I had little setups for Yoshiman- who moved faster and jumped higher when he wasn't wielding his sword, Thunder Dragon- who for some reason fired electricity out of his mouth, Parakarry- could slide into small spaces in his shell as well as attack with it and float slowly back to the ground when he jumped, Shadowman- had an arm cannon and Retriever II had an explosive crossbow, I was ready to start building levels when everything went to hell. I kinda hurt pretty bad because of it and left MFGG shortly thereafter, I think out of shame at the time. The story had to do with fictional, dramatised events surrounding The Split.
I do wonder if I Invited the hard drive failure upon myself; as the legends used to say "Those that make an MFGG game are doomed to ultimately not release it."