Done:
- Skeleton Presenting loot animation
- Finished all Loot Icons
- Made the pirate attacking Skully animation
- Defined the Mana Meter interface and animation
- Created basic Gold Score interface elements
- Created Score added animation (when the player gets treasure)
- Started Title Screen and real Logo design
Up next:
- Polish Lightning, Ship Sinking and Pirates
- Title Screen
- Polish interface
- Test the game when the gameplay is ready!
Here’s another interesting article.
Fatal Flaws in Flash Game Design and Development
by Greg McClanahan on 07/23/09 04:03:00 pm
Yesterday Jim Greer (CEO of Kongregate) and I gave a talk at Casual Connect in Seattle titled Fatal Flaws in Flash Games. I also talked a bit about common flaws in entry-level Flash development philosophies and practices.
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Here’s an interesting article about Fantastic Contraption creator Colin Northway’s speech at Austin Indie Summit. Very interesting hints and advice for monetizing flash games.
I believe Skull Mountain does not fit the profile of a heavily profitable game, but we could keep his advice in mind for (possible) future games.
I’m adding the article to the link list.
*Edit* Here’s the same type of article, about Flashbang’s’ method of making games in 8 weeks.
Despite losing the internet for the whole weekend, I was kind of productive:
- Created Pirate, 4 different styles, walking and exploding animations
- Created Skeleton Servant with Ready, Digging and Dragged animations
- Created Shaman with Dragging and Lightning animations
- Animated Pirate Ship exploding
- Created half the Loot Icons
I’ll commit a whole lot of stuff tonight after a little cleaning up.
Up Next:
- Interface: gold score, mana meter, active items
- Skeleton Servant presenting Loot
- Pirate attacking Skully
- Score Added and Mana Added animations
Anything else needs to be done ASAP for Programming?
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Here’s the current Loot list in Move Out of Skull Island. Taken from Design Document.
Under the cut.

And he can now… talk!

Taken from the Move out of Skull Island Design Document:
Skull Mountain (Let’s call him Skully for fun) is grumpy and wimpy. Here’s a few possible things he might say:
- Hey, SHAMAN! I’m under attack here!
- Ow! Get away!
- Raaah, not the face, not the FACE!
- Oh crap here they come!
- I believe that means there are still 2 treasure chests left, buddy.
- I was supposed to work on my tan today!
- Work, work! Hehehe.
- There’s a skeleton slacking off over here.
- Why do you do this to meeee?!
- Aaah that feels good.
- Thanks man. I owe you one.
- Nanananana nanananana SHA-MAN!
Dev Log:
- Comitted Design Doc v1.04
- Created Sand tile assets (C:\SVN\skullisland\Assets\SandTile.FLA)
- Redesigned Skull Mountain, now with talking ability (that required a full jaw!)
- Set up valid tiles for Loot
- Drew Shore waves and sand grain for whole Island
- Set up SVN
- Design Document v1.03
- Win conditions have been simplified and now make the game infinite
- Designed a draft of the Loot Distribution System and the Pirate Wave System
- 2 New Loot categories, one to help the player find treasure and the other to add some more chaos to the fun
- Started Devlog post on TIGS ( http://forums.tigsource.com/index.php?topic=8132.0 )
Next step:
- Make assets for the sand tiles (the Background image will be a large png with pre-dug out tiles, covered with sand tile assets)
- Write a clear set of rules for the Loot Distribution System
- Polish Island

Not that much work done today, sadly.
Move out of Skull Island Log:
- Finished the 3 pirate ships
- Cleaned up Island, added polish to the Skull Mountain, began drawing waves
- Made mock-up
Things that are urgent:
- Think of how the sand tiles are going to look, be arranged and played with
- Think of a way to design Pirate waves quickly
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Keep in mind those ships will be really small on screen.
Here’s a Flash test of how big they are and how they should move. I’m thinking of animating them a bit or complexify their movement a little, to make them more alive and have a boat-like movement.