Archive

Archive for August, 2010

Netcode and half a game in a week.

August 31st, 2010

So it’s hit 7 days of dev time and I don’t really have a game as such. But what I do have looks pretty and works over the network so here it is!:

In game screenshot

It’s an unfinished RTS/god game designed to be a sort of 15-30 minute version of Civ as Desktop Dungeons is to roguelikes. (when I get it that far) I’m still working on it, so if you like the idea, bookmark the page! The buttons in the left of the menu area are graphics options, set to the highest (and slowest) options by default.

Current Prototype: Link
You may need to update your copy of DirectX.

Also, you can press escape to exit.

Desktop Domains, Experimental Gameplay Project

Ludum Dare 18 – I even made music!

August 23rd, 2010

This weekend I made a game in under 48 hours on the theme “Enemies as Weapons”. It turned out pretty awesomely even considering interruptions like the Australian election (going horribly wrong D: ) and the power being off for 9 straight hours! The music was recorded using a mobile phone, too.

It’s probably worth reading the in-game instructions briefly, but that’s up to you.

Robocolosseum!

You can play it online here.
Or download it for Windows here.
Or download it for Mac here.

Or if you really want to, you can download the Unity source project here.
To use the source, unzip it into a folder, load up unity and point it to that folder as the project folder.

Ludum Dare

IT WORKS! IT ACTUALLY WORKS!

August 20th, 2010

I have actually got the aforementioned multiplayer “life” working, with no observed desyncs in 20 minutes or so of play time. Network code is a serious pain to develop, but it’s worth it since it should be easier next time. Followup targets: Server discovery and NAT traversal.

Uncategorized

I should probably use a higher level network library.

August 18th, 2010

As may be obvious, I’m coding a network game. Specifically, a networked version of Conway’s Game of Life, mainly chosen because if things go out of sync, it will be blindingly obvious. (and it bears some similarity to a game I’m planning to make, having tiles)

So far, it’s ended up with me coding quite slowly and wondering if my simulation prediction model is going to use up way too much CPU (almost being on the level of brute force).

Uncategorized

The Key – AGBIC

August 17th, 2010

A couple of weeks ago I developed a game for the “A Game By Its Cover” competition on Tigsource.
The original case

So naturally I jumped into Unity and made an experimental RPG (with a rather bad combat system, apparently) that seems to have gathered a few plays.
Intro to the game
You can play it here: Play in Browser (Unity)

The Key

Keyboard not found. Press F11 to continue…

August 3rd, 2010

Apparently the Experimental Gameplay Project theme this month is “zero buttons”, focusing on the mouse and… microphone.

The first concern I have is fatigue. Get someone to wave a mouse around for 5 minutes and they’ll probably begin to hate you. It also tends to work against browser games and laptop gamers. Since I don’t actually have a microphone (or at least, not one I can find), I’ll be having a go.

Still, there are some obvious enough games to make. Attach player to mouse via spring, add enemies… mouse wheel controls spring length… sounds like a game to me. Just not one I feel like making.

Experimental Gameplay Project