Sacrificial Inferno

A procedurally generated, permadeath, hack and slash, retro 2D platformer.

What Tools Are We Using

We have been using a number of different tools from Day 1…


This is the game engine we decided to use. Primarily chosen as there was no common engine that had been used by everyone. It was assumed that GameMaker would allow us to get up and running and be productive over the course of the Global Game Jam weekend. To be fair, GameMaker lived up to expectations. We were able to get a number of features up and running over the course of the weekend and get some of the core mechanics in.


All of the games code and assets are version controlled up in t’internet using BitBucket which is pretty awesome and has allowed the group of us to crack on and work together. BitBucket doesn’t just provide source control, its also provided us with an issue tracker and a wiki to add notes and documentation. It’s also free!


SourceTree makes source control pretty painless – and it can be a pain in the arse. It has allowed each of us to easily see what changes have been made and to keep track and review changes that you make before committing them.


Slack has exploded onto the scene and is another awesome and free tool. We created a slack group for the Global Game Jam event in Guernsey and then created a private channel initially for the team to bounce around ideas, request coffee and get peoples curry choices. Since the Game Jam it has grown to be even more valuable (well its been consistently as valuable as it was gathering the curry choices) and allowed us to communicate from the far and distant reaches of Guernsey as we are scattered far and wide with Andy living on the other side of the island – a full 10 miles away!


Sublime always features in day to day development. Very handy for crudely designing levels, making sense of debug logs and the like.


Photoshop is used to sketch out and the background, items, and character parts. Each part of the character (foot, hand, head, neck, etc..) is saved to a separate transparent png and loaded into Spriter for animation.


Spriter is used to create a skeleton with the character animations, then the character parts are stuck to the skeleton so they move properly. Each character animation is then exported to a sprite sheet and imported into GameMaker