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

The final frontbeer.

July 31st, 2010

Oh my, that title is horrible.

Well, between other projects I finally managed to create a release of Space Beerliards. It’s not exactly polished, but as it’s for the Experimental Gameplay project, that’s not unusual. However, I will try to get out a second build soon-ish, if the other projects let up a little.

Enough about that, here’s the link!

Instructions: Run SpaceBeerliards.exe
Aim at a target and hold the mouse button to charge – release to fire.

If you like to actually play as a game, choose a team (1 or 2) and grab a friend. It occurs to me that I didn’t bother to code the win condition in, but by the time anyone actually finishes a game I’ll probably have uploaded a complete(r) version. It turns out playing pool in three dimensions where the balls have a tendency to explode is really quite difficult.

You may need to update DirectX at this link.
The visual studio DLLs have been updated, so it should work now. Although, it would already have worked on a computer with a 64-bit OS and directX 10… Otherwise if it crashes on load… I probably messed up the visual studio DLLs, which I will fix in the morning. Just silently curse me until then, for taunting you with the possibility of BEERSPLOSIONS!
BOOM :D
Enjoy!

Experimental Gameplay Project, Space Beerliards

In the interests of ever decreasing comprehensibility…

July 7th, 2010

… the word of the day is beersplosion. Here is an early sighting of said anomaly:
Beer, exploding.

The camera it was taken with is rather bad and as such, all the beer is completely opaque. Obviously. Anyway, I’ll get to work on some better graphics a little later in the week.

Uncategorized

Pub games

July 3rd, 2010

As the rules of High Speed Chess Planet are rather complex and I was busy when I started it, that game is not yet complete. Instead, I’ve begun work on a game to fit the “Casual addiction” theme of the EGP this month. (And last month, in fact)

Space Beerliards was, appropriately enough, designed in a pub. My thought process somehow combined billiards and beer, but beer doesn’t normally come in spheres. Except in zero gravity, such as space. The terrible title was just too easy to resist. I started on the actual game code this morning, so the target is next Friday night or so.

Also, if anyone has a ridiculous epic synth/orchestral version of 99 bottles of beer, hook me up.

Experimental Gameplay Project, Space Beerliards

High-Speed Chess Planet!

May 20th, 2010

Thanks to the video game name generator, I am in fact creating a game for the EGP this month. It involves chess and extreme velocities (for chess at least) while taking place in space. Development is taking place in Unity, so it will soon be coming to a web browser near you!

Experimental Gameplay Project, High-Speed Chess Planet

Unity testing stuff…

May 6th, 2010

I’ve been working on a game in unity for the past week or so, and I’ve uploaded it – it’s currently at http://www.toeofdoom.com/dev/webtest.shtml and quite playable but fair warning: it has no real point or significant amount of art yet, apart from a small test area to move around in. Development is slow during uni, hopefully it becomes interesting soon. Anyway, feel free to give feedback on what little there is. I’ll be working on this for a while, switching to Ogre3D and Bullet at the end of semester (4 weeks from now).

Unity is a bit odd to work with – the input doesn’t work quite the way I would like, coding serious things with javascript seems insane and the features reserved for pro licenses are a bit more restrictive that I would like. It’s pretty fast to prototype with, but I would be unlikely to claim anything built with the free version was a “finished product”.

Flatworlds Collide

A post for the hell of it.

April 26th, 2010

So, I might begin talking about what I’m actually doing at the moment.

I’m trying not to play Dwarf fortress too much, so I can actually get lots of things done.
As above, for Team Fortress 2.
And for that matter, Audiosurf and Eve Online.

Then there’s 2 subjects at uni that aren’t entirely game related but have a pretty decent levels of work. Trying to do them easily in advance.

And then there’s the cool things. I’m working on a game that’s involves piloting a shark or turtle around eating fish for one subject, in a group of 6 students. It’s moving along slowly, but it should turn out pretty nicely… more details on that some other time.

The other project I’m working on is a much larger version of Flatworld. Now it’s a game about what happens when 2D universes and the creatures residing in them are suddenly brought into a 3D universe. This may draw interesting parallels to what might happen if we tried exploring a 4th spatial dimension, as well as being an entertaining project to develop.

The situation arises when a group of forward thinking scientists of the player’s home world attempt to break out of their 2D plane and create a 3D world to inhabit. The player is one of the test subjects for 3D navigation, using a unique (in the game world) tripod style walker that has been folded into a 3D object. Using this, the protagonist can sense and navigate the new 3D universe or if they like, they can leave the walker and go back to being a 2D creature in one of the various 2D worlds that have collided to start this piece of insanity.

I’m thinking the walker would be most convincing if actually physically simulated… my preference for gameplay would probably be Mirror’s Edge/Canabalt/N/Unicorn Power Extreme Whatever That Game Is Called type mechanics that are more about moving efficiently and such. But having some paper robo-tripod that moves like Faith seems quite absurd in some ways, even if an easy way around that is just tweak both the mechanics and the character design.

Combat could quite simply be awesome fun in this environment, with all the options it presents, so I’ll have to consider it. Mono-filament weaponry, gravity or explosions confined to a single dimension, attacking totally helpless 2D creatures that can’t possibly touch you, anything that comes with technology only practical in three dimensions. That last point probably includes electricity – if you know anything about it, consider a typical generator in 2D. As far as I can tell, it requires the third dimension to generate any electricity and almost every power station we have works on that principle. Leaving solar power and battery power. There are other things to think about too, like how to make a 2D house that actually stays up.

It will clearly be in third person… the 2D sections of the game in first person are an amusing idea, and switching between the two options isn’t great either.

Oh, by the way, anyone have ideas for names? :D I have some myself, but they seem mostly… bad.

Flatworld

Internet arguments make me angry :(

April 17th, 2010

So, yeah… I regularly find myself jumping into a forum, finding people arguing about an issue. And jump in, throw in my idea trying to make sure I’m actually right and representing my opinion properly… the usual. Of course, I soon realise mistakes in my own argument and often act like a bit of a jerk.

Then the argument can continue for plenty more pages when the points have already been covered adequately.

Surely there must be a better way about this than increasingly long and frustrating forum threads? Hmmm… unfortunately every possible solution I can think of would require users to actually read and understand a specific bunch of stuff and I’m not sure that could be guaranteed.

I guess I’ll try to stay out of internet arguments, for now. Not an easy thing to do, mind you.

Uncategorized

About the projector…

April 5th, 2010

Well, the last game (Ye Olde Projector) went… okay. Honestly the time put into making a working RTS like game made it difficult to get time to explore making it fun. Unlike The Red Switch where making it fun was the first thing I did, in an empty square room. Essentially I missed the “toy” aspect.

I kinda think that’s fair enough – RTS games have been made and made well for ages and I’m not planning to make a full game out of this. If I get time, I’ll probably make a Starcraft II mod with the 10 second order/10 second watch timer. It will let you watch the cool stuff happen, almost remove the impact of lag entirely and possibly even give less skilled players a better chance all while playing a rather polished entry to the genre.

The April EGP theme is out. My game design’s working name is currently Jelly Robot Programming Grind, if I ever get time to make it. Hopefully it will actually be fun to play.

In other news, I’m currently redesigning my main website. I apologise to anyone who actually saw the incredibly blue piece of junk previously – here is what it may look like soon LINK
This may be subject to feedback. I’m hoping to look into the ability of colour blind users to see the links on the menu bar and general readability.

EDIT: New website design is live, the main site is now safe for viewing.

Experimental Gameplay Project, Jelly Robot Programming Grind, Ye olde faulty battle projections