How the
Project Started
Our journey began in an unexpected way. We were a group of friends, passionate about gaming and technology, experimenting with 3D printing tabletop game pieces. It was during these initial explorations that we started a band with our friend, Brent. This band was more than just about music; it was a creative outlet that sparked our interest in game development.
One day, we were shown a demo project made in Game Maker Studio 2. The demo was simple, yet it opened our eyes to the possibilities of game development. The real game-changer was when we were introduced to an online multiplayer build. The thrill of interacting with other players in a virtual world we created was exhilarating.
Beginning Stages
With our interest piqued, we sat down to discuss the outline for the game we had planned. We were novices in the field, but we were eager to learn and grow. We started working out how we wanted to build the game.
We chose Game Maker Studio 2 as our game engine. It was user-friendly and perfect for beginners like us. For the netcode and multiplayer aspects, we decided to use Steamworks. It provided us with the necessary tools and community support to implement multiplayer features in our game.
For the character’s design, we used the Open Game Art’s LPC character generator. It was a great resource that allowed us to create unique and interesting characters for our game. The level design and the game’s art style were more challenging. We spent countless hours working out the details, and finally, we found assets on itch.io that perfectly matched our vision.
During this stage, we were also figuring out our scope and the 2 game plan. We knew we had to be realistic about our capabilities and the time we had.
Sick Fish Studios Presents : Bum Fights
In the midst of our planning, we decided to create a game with a more realistic scope. We named it Bum Fights. The idea was to get some experience with building and releasing something to experience the whole process of game development. It was a smaller project, but it was ours, and we were proud of it.