Sunday, January 29, 2012

Global Game Jam 2012

So this weekend, myself and 4 friends entered the 2012 Global Game Jam. we were given the theme "Ouroboros" , a picture of a snake eating its own tail. and were given 48 hours to design and make a game about it.

Anyway Our was Called "I Don't want to be a dog". Where the player plays as a generic fantasy warrior who has to get his way to floor 100 of a tower to kill the evil wizard. The problem is that the enemies in each floor get hard very quickly (But also reward a lot of exp).



Trying to use the ideaology behind the oroubous' circle of life and life and death. We made it so if the player dies he will be instantly ressurected. The Snake God comes down from the sky and reincarnates you into a new body. Sometimes your born as an amazingly skilled knight or Mage, sometimes you're reborn as a dog. And have to continue you mission to kill the wizard as a dog.



Out of the Auckland GameJammers we got 2nd overall for best game and we got 2 awards:

"Weirdest Game" 
"Game most likely to make you swear at your computer."

My Roles: User Interfaces/some Gameplay /some 2D Art.




Fruit Dragon Updates

In October I had a few weeks of holidays, so I decided to spend a bit of time working on fruit dragon mania. Putting in some of the features that I always wanted to, but never had the time for.

New Features:
-Sound/Music
-High Scores
-Rewrote the Graphics system so it can played in multiple resolutions instead of hard-coded to 1080p
-upgraded the engine to using XNA 4.0 up from XNA 3.1
-Added in an gravity for dead enemies and an effect so that dead enemies could chain, so a dead enemy that bumps into an alive enemy, will kill the alive one too.
- added new user interfaces - level select screen, high score screen, splash screen
- implemented a tutorial system
- added 2 more levels to the game
- added a new Enemy Type the "Giant Bear"
- added a new power-up type the "Rainbow Fruit" - allowing the player invincibility, and the ability to eat certain blocks.
- added edible blocks to levels 2 and 3.








2011

So in 2011 I managed to get a job at a games company in New Zealand. And during the year I worked on released games, So I thought I'd put some links up to them too.

Silent Ops



Playful Minds Math

2010

I haven't updated this blog in ages. I thought I'd try and actually update a bit now.

So first off, much like many of my Indy game attempts, My Cribbage Unity game never ended up getting finished. I had the game logic working, it could count the cards correctly etc. I just never got around to implementing proper AI for a computer player. And it was very ugly as I never had time to do any pretty user interfaces.