Quick-Time Quarterly 2
Welcome to the Quick-Time Quarterly! We want to showcase interesting, useful, and inspiring content from all corners of the gaming community. Presented in a concise format for easy reading. Enjoy!
Quarterly Overview:
Short and sweet this quarter, we’ve been busy but still found some gems. Also we got to play some awesome indie creations live!
1. Game Presentation
Spu7Nix showcases their incredible perseverance working within the constraints of a level maker. Watch as he uses optical illusions, math, and creative problem solving to make something that seems impossible.
8-bit Music Theory teaches about atmosphere in games using sounds from the Super Nintendo. The information on this channel tends to straddle the line of being accessible and in depth. Give your OST more OOMPH with these tips.
New Frame Plus takes a look at how to masterfully use 16-bit graphics. There are many small details that give the characters and the world a sense of life.
2. The Back End
Low Level Learning analyzes code from the PS4. But this video discusses a new way to jailbreak the console using a bug that has been publicly known for almost 20 years.
Programmers rejoice! Check out these amazing Godot packages that help make many tedious tasks a breeze. This handy graphic should help:
https://chickensoft.games/blog/serialization-for-csharp-games/
3. From Scratch
This video by Game Maker's Toolkit is packed with the knowledge of an experienced designer. You’re bound to find a couple of helpful tips.
Mario Maker, Halo’s Forge mode, Minecraft, The Sims, Roller Coaster Tycoon, City Skyline... Who DOESN’T love building in games. This early access game lets you make your own living dungeon. It has sweet action packed dungeon gameplay that feels like old-school Zelda. Try out Quest Master!
Quest Master | Early Access | Out Now! (Trailer)
4. Edge Cases in Gaming
LunaticJ looks at Sonic 2 as an interesting case in gaming where it’s not obvious how a game should be timed. It’s not as simple as looking at the time on the end screen. There are positives and negatives on how “real-time” versus “in-game” time will change how the game is routed. Depending on how time is counted, going slow might end up saving you time.
Brawlternative explains how playing Snake against Snake in Super Smash Bros. Brawl is not evenly matched due to game engine quirks.
5. Waffle Games Alphas
Scramble Star Crossing (Dusk Sharp)
It's a versus puzzle game reminiscent of games like Puyo Puyo or Super Puzzle Fighter but the core gameplay of matching pieces and getting points is unique. You have to manage 2 sides at the same time and can only select pieces from the top columns of each lane. There are also characters with different skills that affect your lane in various ways. I really like puzzle games like this so it scratches that specific itch. The presentation was great from the UI to the art and the core gameplay loop is very satisfying especially when you're playing against someone.
Glaivebound (Most Dangerous Games)
The gameplay is similar to top down Zelda games (but this has rolling) and it is a co-op experience that requires teamwork to solve puzzles and complete dungeons. The controls were intuitive and lent itself well to the gameplay. The puzzles make both players communicate to progress. This process felt fluid and rewarding.
Tough Love Tag (M. Paul Games)
3v3 tag fighter like Marvel vs. Capcom or Dragon Ball FighterZ. I think it's also browser based and has Rollback netcode. I'm already familiar with versus style fighting games and was quick to pick up the mechanics. The combo system made sense and allowed you to easily weave in different specials and supers. There are also tag specials from the other 2 fighters which make the combos more diverse.
The presentation of the game with the characters and art style was great. And the gameplay itself was also really fun and satisfying. There were no technical inputs like quarter circles. There were only single button and direction specials (similar to Power Rangers Battle for the Grid). This made it a lot easier to figure out the game without any tutorial since special moves were universal between characters. There were only 2 characters at the demo I played but they were both fun.
Outro:
Bit of variety in the topics this time. It’s been an awesome summer and we hope to see you later this year in the next Quick-Time Quarterly. Thank you!