Feb
8
2010
This week’s theme was “Attraction.”
For my interpretation of this theme, I chose to use moths, and “attract” them through a level with the use of sources of light (candles, here). It’s somewhat of an indirect control scheme, which is an idea I’ve always been interested in developing around. Being able to issue commands that must then be “interpreted” by the characters you’re controlling offers something unique, as we must discover what our commands do when we issue them, and can’t depend on the immediacy that controls give us in most games
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Feb
2
2010

Photo by "unconstructive_bry" on Flickr
After using the theme “100 Things” from Experimental Gameplay to produce “Envy” last week, I’m going to use “Attraction” as this week’s theme.
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Jan
31
2010
Envy
Here is the final version of “Envy,” my game based on the theme of 100 Things.
I hope you enjoy it.
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Jan
29
2010
For this week, my chosen task is to complete a game for Expermental Gameplay, based on the theme of “100 Things.”
In searching for a game, I struggled to find that idea that “just fit,” and worked with the theme. 100 Red Balloons, 100 Dalmatians, 100 Lights, 100 this-that-and-the-others — nothing seemed quite right for me on this piece. Something clicked a few days ago, and my ideas poured forth for a game dealing with our “relationships.”
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Jan
27
2010

Photo by yamagatacamille on Flickr
Week 3’s theme comes to us from the the Experimental Gameplay Project, which is a result of the class that inspired my work on these little games. Each month, this site chooses another theme upon which to base a game, which must be completed within 7 days, prior to the end of the month. This schedule fits in wonderfully with mine, as Sunday is the last day of the month, and an excellent time to try and complete a game by.
This month’s topic is 100 Things. It has proven, for me at least, to be a difficult topic to tackle.
I don’t know yet what my 100 things will be, or even what I’m going to do with my 100 things, but I imagine as time crunches down on me for getting this project completed, the game will start coming together. I’ve still got a fair bit of time left on this one, comparatively.
More updates on this one as they come!
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Jan
25
2010

- Source: thecaucas on Flickr
So I came to the end of this week and came up a bit short in the art department for the game. Part of this was due to time constraints, and part was due to some nasty issues I had with a pixel art program called Pixen. Regardless of these issues, here is what I’ve come to call the “Deadline Edition” of my game based on the “Guardian” theme.
If you’ve got any thoughts or feedback, I’d love to hear it. I hope you enjoy it!
guardian_deadlineEdition
Included in this version is a bug fix to reset the enemy count each time the game is reset — preventing cases where no enemies show up while playing. (Thanks, Ben, for spotting that one!)
If at some point my schedule allows it, I’d like to fix the art here, but the most important aspect here is that I feel the gameplay is working, for the most part.
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Jan
23
2010

Guardian (Photo:ciberia via flickr)
I’ve been a bit behind schedule on getting things working this week, but I’ve got my first playable version of my game based on the theme “Guardian” up now, ready to be downloaded below.
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Jan
21
2010
This week, I’m borrowing a theme from the Ludum Dare prior themes list — Guardian. This is in response to my trouble reducing a theme down to a simple single idea. At times, ideas flow easily, but wrangling them into something simple is often the hardest part. I imagine if this is a successful game, I may continue to use their list as my source of inspiration moving forward, or rely on other lists to help drive me on. Taking that element of complication out of this one week rush would help immensely, and let me focus on getting down to the business of developing around the topic.
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Jan
18
2010

Above, I’ve included an image of the final version of “Multibreaker.” Not much has changed in the way of the dynamics of how the game plays from the previous version, but I’ve dropped in some more complete visuals to help the experience.
I plan to do a post mortem of this project in the next day or so, which will be posted up as soon as it’s complete.
For now — enjoy Multibreaker!
Multibreaker_final
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Jan
17
2010
MultiBreak_alpha2
New version, now with faster moving ball and respawning bricks.
Today’s task — art and final adjustments!
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