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J-Tubeus. History of the game
J-Tubeus. Steam Adventures. The concept of levels  

At first we planned together and engage in graphics and programming for games. But it quickly became clear that this approach has problems of interaction. To create a graphics together for one project still possible, to program effectively to some one. Nevertheless, one of our tasks has been and remains the creation of interoperability with each other. It is very important to us.

December 2011

The idea of the game "J-Tubeus" we worked mainly logically. Realizing that our strength - is to work with graphics, but almost no programming experience, we chose a simpler programming genre - puzzle. These games require a lot of time and effort to develop, but we were ready for it. Many experienced developers is correctly advised not to start with difficult games, but we have at that time there was virtually no choice. We wanted to create a good game, interesting, diverse enough, and, again, we have been able to do for themselves.
The theme we have chosen a World of Robots. Then we proceeded mainly from our sympathies. Robots we like a long time and we knew that we would make them have fun. We was invented characters. First recorded everyone invented, and then weed out those who did not fit in our vision of the game, and then weed out half of them. Characters divided by major and minor. Then started elaboration of their psychological portraits. Like, that was not too simple characters, such as: completely evil, or refined kind. Tried to make natural and characteristic types.

For each character visibility is important. Therefore tried to emphasize the character shape his character. For example, for a Musician was selected tube. He has to go and something to hum or whistle. This is a positive hero and his appearance had to show it. Inventor - it is an evil genius. He invents all sorts of mechanisms that should help him gain power, and for this purpose he does not disdain by any means. The first character was drawn Musician. First made pencil sketches on paper. Then we tried to make the Musician in color and texture, to see how it will look like as a result, as well as work opportunities to do different character movement - walk, jump, get items, etc.
In this step had to decide what will be the graphic design of the game. We had a choice, to draw the game and all the characters, or the making of raster objects and textures. We are able to draw both, but there was some problem. In the drawing style is very important. to create a style it would take several months. We did a musician and one level in two ways and decided not to work with hand-drawn graphics. We have chosen to work with textures, because with this we have worked and just could guarantee original and beautiful levels.

J-Tubeus. Steam Adventures. The concept of robots

From drawings of characters, we are thinking about perspective and how will look levels. We clearly know that the game will require graphic textures and objects. We have cameras and we got to work! Photographed texture, any iron objects, screws, pipes, springs, etc., all we could find. From what we photographed created library.

Primarily made level "Prison", though he eventually became the third level. Also needed at the beginning of the game to show the player how to control your character. To do this, we decided to do with the simplest level of complexity and tips that can make a character. After that we came up with 2 additional levels, made sketches on paper, discussed all the details of these levels, which will face the problem of character, he has to do and under what conditions you can successfully finish the level.

During the development process, we have developed template rules for constructing levels.
First, the difficulty levels should be increased incrementally.
Secondly, on the first level of complexity index should be small, so that players can go through them easily, but at the same time feel the atmosphere of .
Third, at each level must be some puzzles that was not too easy.
Fourth, the puzzle must be logically linked with the tasks that the player could think up solutions. So, in our opinion, the player will get more enjoyment from the game.

When sketches first levels we liked, we submitted a general outline that will be in the other levels. Details of their development, we left for later. Now is the time to do the characters. First in line was, of course, Musician. We seriously undertook this task and soon he has spun the wheels, began to move his hands and head with a cap, on the spring legs. Thereafter undertook programming movements Musician. It was difficult. The code was done hard. But one day (it was the same should happen once!) Prototype set of movements earned right, and from that moment you can already do on movement patterns and build them from kits.

It was decided to use only our textures so began "hunting" for the rusty walls. Returning with a jog, this wall was found and photographed. The wall was

 

great and now base of level was in our hands. A few days slowly and as carefully overlapped and made collages detail level renders glare and varied shade parts, achieving organic perception of the level and character. Also had to pay attention to compliance texture detail level elements and textures of the main character. It must be clearly visible on all levels.

When the level was formed, its final edition and detail we did together. We have a rule of "TWO YES." If one of us does not like something in the level, he talks about this and argues its opinion. Next, think together how best to fix it. If we do not come to a consensus - refuse problematic parts, and do differently. This system works well, we have learned to think about the good of the cause, and not about that - whose idea.

When the "Prison" was almost ready, we decided to do a little testing it among our children and close people and friends. We wanted to see how people appreciate the graphics, idea, clarity of what to do in the level, the level of complexity, and of course, while we were planning to reveal bugs game. While tester played, we sat with notebooks, silent and recorded observations. At the end of the tester was answering questions on our questionnaire. Gathered enough material for analysis.

Test Results have pleased. First revealed bugs. One of the testers was able to break the game at all. We are very grateful to him, because it made to make a function that adjusts the position of the character. But most importantly - testing showed that we plan properly gameplay. Testers play the way we intended. And it means that we do not need to make any major adjustments in the construction game.
After troubleshooting level, we discussed the construction of the template worked out level and recognized it right.

Then everything went to have a pattern: come up with an idea of the level, we think over and argue with each other puzzle, creates a graphical view of the level, movieclips movements of characters, write code level, tested, identified bugs are eliminated. Level we was spent a month and a half. This is certainly a long time, but we have created a game in their spare time.

J-Tubeus. Steam Adventures. The concept of J-Tubeus

As we have said, at first we did the level "Prison". Once he was ready, we realized that this level is very difficult for him to start playing. Have therefore been made the initial level ("House") and light level ("City"). These two levels, we would like to present the game as a story and thus offering the player to enjoy solving a puzzle and from participating directly in the adventure stories. After all, only the player can help J-Tubeus go home and punish evildoers.
We also made a video prelude to certain levels. On the one hand it was necessary to show how the character moves from one level to the next, on the other hand it was a mini-training, such as the level before the " Weighing-Machine", where we show that it is necessary to gain weight equal to 100.

Some levels we did easily, such as "Ventilating Room", "Press", " Lift". When creating a level of "Ventilating Room" we some time pondered how you can make it difficult for the player to find the right angles of the fans.
Initially, the idea was to make a fully mathematical approach to the calculation of angles of all three fans. But after we decided that to make the passage of a certain absence of logic can not hurt. So we broke one blade and five-blade fan turned out that the right to know its angle of rotation can only method of search. However, after that, we recognize that it is very "strictly" and injected an additional two right angles, which are before and after the "only correct".

It was difficult to establish the levels of "Conduit" and "Weighing-Machine". To come up with a good puzzle with keys needed a week. Also in this level, we have decided to introduce some randomness and change the placement of the keys at random. We wanted to make this level can not be created walkthrough and players would have to work hard.

At the level of " Weighing-Machine " we have long pondered how to make so that you can and put the item on the libra and remove it. The best solution that we could perform at that moment, and entered into the final level.
Level, the idea and the realization of which we consider the most interesting is the "Cable tunnel." Dark, difficult, but very kind. The idea was born at this level at the very beginning of the development of the game. No electricity, darkness, only a small flashlight in hand of

 

J-Tubeus. And in these conditions must be correctly connect the wires, moving along the level and tracking weave. Such an idea we liked it and we immediately implemented in the game. Although, when the game was released, not everyone liked this level.

We must to confess that make easy flash games we were not very interesting. We would like to see a player get pleasure not only from the graphics and gameplay, but also from the fact that he could not solve simple puzzles, that he won. Of course, to make the game too "hardcore" is also not the right way. So we tried to stick in this game "golden mean".

September 2013

We finished the game completely. Sighed with relief and joy from the fact that up to the desired end point, were able to create a solid product - the game, you dreamed about.
Version had to be made to thoroughly test. As before, we are attracted to test our children, relatives and friends, while asking them to play the game as if not knowing that we did it. Testing paid off, after the release of players almost did not reveal bugs.

March 2014

Release of the game was held on the site jayisgames.com
People played, gave comments, some players have expressed the wish to speed up the movement J-Tubeus. We have revised his motion and accelerated motion code 2 times.

The exact number of people who have played in our game is hard to say, because, unfortunately, the statistics service Mochibot just over two weeks after the release stopped working. But we are still satisfied with our work, because we have achieved our objective - people have played in our game worldwide, give reviews, praise, criticize, give advice and suggestions.

Wish to express special thanks to Anton Karlov for a quick and timely assistance councils. It really helped. Despite his employment, we could always count on his help. Anton, thank you very much!

J-Tubeus. Steam Adventures. The concept of villain
 
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