10 days Game;

A new indie game each 10 days, by one person


Hellooo & welcom everyone;


finally i finished coted and still there about 16 hours to the deadline 😉 I’ll let you with th quick gameplay trailer and you can download the PC version or even play it online. The mac version after couple of days. Thanks for follwoing the game development

Web || Windows || Mac(coming soon)



Coated, Day 08

Hello my precious players 🙂

“Coated” now almost done, the game contain 10-15 levels as well like “harmonic”, In fact am not a big fan of the number 15. But if i made 5 levels, the game is too small, 10 the joy begins. But a number over 10 is a good number to get you inside the game and make you start to love it and able to decide if you want to play it as a big version (100) levels or something, or not;

All sound effects and music implemented, level done & am refining them first and play testing & then i’ll move to my next step which contain making the last two levels. After that I’ll record the gameplay video and prepare some screenshots, and finally upload the game for you. May be i can finish all that in the day number 9 as i have no much work @ work. So, i can push all that in one day i guess.

Here a quick screen shot of my main menu, Hope you like it 🙂


Ans here the-may be- final icon for the game, hope someone can get an idea from it about the final gameplay 😉 i guess it is enough to Explain & if it is not.. I guess the problem in You 🙂 not me, i can get the idea 😛

CoatedIcon - Small


Coated, Day 07

As you can see my great fans 🙂 i was off for two days to finish my Ludum Dare. So, i didn’t do any thing except in”The Filthy Coward”. Today i went back again to my amazing next title “Coated” and started to work again. The game logic, code almost done and now i have the first playable level, i wanted to share how the game looks with you 😀


I did my best in this game to still looks like “Harmonic” but at the same time i wanted it to looks like different game. So, at the end i got something like this image. The same color tone. Now am working in drawing and constructing all the levels. Plus adding sound effects and searching for a cool music or even do it myself;


The Filthy Coward, my Ludum Dare Entery

After almost two days of working without sleep. I finished my entry. Honestly i like the game art and the final look , but the game development still not that strong and there is lots of bugs specially in the animations and inputs.


A good matter i found it is important to mention and specially here in my Own blog is that : THIS GAME NOT EXPRESS MY OWN PERSONALITY OR MY OWN TREND OR CULTURE. I just made that game because i was willing- and decided- to take part in that ludum dare. And unfortunately it comes with a theme not match with my own directions in my games. Any way i tried my best to make something funny, little polite and looks pretty 🙂


you can follow the ludum dare post & vote for the game if you like. and any comments are welcomed of course. Here :

Ludum Dare

or directly from here :

Windows version || Web version


Coated, Day 04

Hi Again;
may be today i’ll not share any media, or may be for the coming couple of days, as am now working 100% in the core development and coding. Till now all the models, rigging, animations done. Also i have i finished writing 60% of the main logic of the game, but still need to write 40% + writing all the small functions for saving data, adding sound and writing the game workflow to manage loading screens and all that stuff;
The enemies logic refined & 99% completed. Some main sound effects added (about 5) but still need to finish all the sound implementations. Also still looking for a soundtrack to add for the background. If i got more time & finished all that early, may be i can compose my own soundtrack;
More about the game it self & what is the main idea of the game & the gameplay, i’ll write it may be in my first post after the Ludum Dare. So, hope me good luck 😉

Coated, Day 03

good morning globe 🙂

Until now what finished so far is: the character control system, 40% of the game logic, all the characters rigging & animations, the enemy simple AI. And still working in : some 3d assets, menus, sound effects & the rest of game logic. Here to share today i choosed the enemy attack animation. It looks better inside the game itself. But any way here the clip :

I got i question about how i choose my ideas to make it pretty fast !

Actionaly i don’t know 🙂 what i know is that i focus in TWO major things whenever i want to start a new game. Am not looking for a new concept or design style or even new way to make assets. As a in core developer- programmer-am searching for GAME LOGIC or GAME MECHANICS, this is the two major things.

For “Harmonic” for example i was focusing in the game mechanics (character control), to have different character with different properties move in one press. But for “Coated” it is pretty different, i was looking for a little complex logic as you will see in the game. what i can say for now about the game logic (i will quote from the game name), it is a game about colors;

BUT, keep in mind am looking for making interesting, new, game people can enjoy playing it & i feel i made something new. And am glad to say that, i have already planned the next two projects which will be published in Jan. 2013 i guess. The first one will focus on mechanics only, but in a new way for me & 85% new for people. But the next project will focus in BOTH, mechanics and logic with a new cool idea. i can’t wait to start ….. 😀


Coated, Day 02

Hey everyone;

Not so long time that time 😉 , i finished all the animations for “Coateee” and make a simple control system for him. Also i added some functionality of Coateee Coating (it sounds strange word i know, but soon you will know what it the converting function do inside my game 😀 ), and some simple functions as well;

here today i started working in the other character ( i was totally forget :)) and it is almost done in modeling phase. But i found a quick tip here as well. So, why not share it with you guys.

While working & after adding the horns to my enemy (unnamed yet), i found it looks like it is behind him, not integrated with the body (like organic modeling guys say). So, i started to move some of my vertices to have the effect that it comes out of the body. But i came to the last two horns in the back & i found less vertices to give that effect. So i just added a couple of edges in my polygons and moved the targeted vertices and it works. What i mean here is how to try as possible as i can to save my memory by reducing the mesh components. It is easy to say, Ok no problem lets add a new subdivision to all the mesh to be able to add details. But for me (as my character have a simple animation) So, i feel free to add subdivisions ONLY in the places i need it, without affecting the skinning or animating process;


i’ll try to finish all the Skinning and animations today, Also all the needed assets. To be able to focus more in the programming side & not going back an forth   between code & poly ;


Coated, Day 01 “round 2”

OK, am here again 🙂 i meant to start working in Coated today, i decided not to wait Until i finish the Ludum Dare. So, this 10 days will not have one game 😀 , we can temporary “called it 10days TWO games;”. I meant to share today that video, yea it is just an idle cycle ! BUT i meant to show the last tip i mentioned in Harmonic, the smooth one. Here you can see all the character is pretty simple and 100% less than low poly ! But only the mouth area i was in need for some subdivision to craft it. So i started to craft it & then added the smoothness later;

Hope you like the new character So far. I decided to have that game as different as possible from Harmonic 😀 this is the main idea behind my event, to make different games 🙂 and i promise not to be late again, my family will not move soon :D. I decided to call the main character in that game “Coateee” , lets check him 🙂


Why “Coated” Stopped !

As i recieved som emails from my lovely fans who were waiting “Coated”. I found i should tell them “you” why the game still not done;

Sorry for stop posting last few days, my family were moving and i was helping in some stuff all the time after my work day & badly i can’t find time to make some progress in “Coated” but no time for posting. I wanted to have all available time to make some progress and prevent that family stuff from straggle my progress & this is what my family looking for too;

May be the progress will be just a small amount by the end of that week as am getting ready to inter “Ludum Dare” the next weekend. Any way, back to coated, i still feel i need to change the game theme. It should be looks like “Harmonic”, but after a long discussion between me, me, me & me, I found i need to change and make each game have it’s own looking.

Hope you like the progress so far & the good news that time, there will be a Mac version of the game, as i got emails and forums replies from people who use mac, they can’t run the windows version with any running tool;


Coated, Day 02

As all of you can see now, i changed all the characters concept and replaced with new two characters. After i started modeling the main character “the old one” i found it looks bad “i never was a big fan of Oval shapes”. And for the enemy character, i found it looks more enemy than what the game needs, plus it will take more time in modeling & will not match the game theme. May be i use the concept later in a bigger time scale project;

So , am back again with the first character modeled & i have a small tip to share with you guys. First of all here are the character & it is little looks like the “Harmonion” from “Harmonic”, as am not the greatest character designer, but i try to have most of my characters have the same mood. Specially when am working in a very fast workshop like this, i need simple stuff to be able to finish on time;

Ok, what is the tip i want to share ?!

this is the character from your point of vie & i guess in the game it self you may see less than the above picture. So, in case i ahve lots of characters in the level, i may need to reduce “Optimize” the model it self !

What i used to do in such a game, in a platforming games, or any 2.5d game. I DELETE WHAT THE PLAYER CAN’T SEE.

What i mean here, my character is only one side & i manage to make my characters turning from direction to another by only scaling my character on the “X” direction. for example my character normally have the scale of (1,1,1), when he turns he became (-1,1,1). So, what happens here is just a scale but not a real 180 turn. It is a fake one i used to do in any 2D game with the 2D animated assets , and it is pretty lgic to save memory and art assets by re-using the same thing;


Post Navigation