Def – new feature reveal part 2

Here’s the next post in my series detailing new features coming to Def for the PC / Mac / Linux (and OUYA !) release. Todays feature is: speedup !

Okay, I’ll admit that’s a little underwhelming as a major feature, given that most tower defence and RTS games have a way of speeding up time to zip through any lull in the action. But it’s significant since it’s a feature the version of Def currently out on OUYA doesn’t have. Most levels in Def are designed so that there shouldn’t be many moments where you are idle enough to need a speedup feature, but it does happen occasionally. My initial attempt at implementing this before the OUYA release hit some bugs I couldn’t solve[1], and I opted to release rather than have this one non-essential feature hold everything back. That said, it’s a nice feature to have, so I devoted a little more time to get it working, and now it’s coming !

Continue reading…


Deep Dome postmortem

This is the rambling postmortem of my Ludum Dare 29 compo entry, Deep Dome. Crossposted on the #LD48 site. Early in the jam I had a bunch of different ideas. This is pretty normal. I liked the theme, so much so that it almost gave me too many options for achievable small games I would have enjoyed making. In the end I went for my ‘fallback idea’ – something I’d wanted to try if I could tweak it to fit the theme: a Descent-like game with visuals similar to Zombie Gunship. What I wanted to achieve was: 1) Set up 6DOF ship controls that felt good. Not necessarily identical to the original Descent, but along those lines. 2) Recreate visuals similar to Zombie Gunship (essentially inverted greyscale, with object highlighting) 3) Incorporate this into a small prototype game, as a sandbox for something bigger.

original

All image effects applied

I’m happy since I feel like I largely met goals (1) and (2), with some detours, while the gameplay component of (3) isn’t nearly refined enough. Continue reading…


The Chomper Cometh

The last few months I’ve been working on a small retro remake of one of my favorite Atari 2600 games. It’s not a well known one, but even today it plays very well … it’s one of those ‘flow state’ inducing games that you can just zone out and enjoy. Since I’m going to pretend like it’s possible to build some buzz around a small project like this, I’m not saying exactly which Atari 2600 game I’ve remade just yet, but here is a hint :)

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Ludum Dare #24

In case anyone missed it … I had a crack at the Ludum Dare 48 hour game development jam last weekend. It’s been a little while since I’ve done Ludum Dare – it’s much bigger than it was just a few years ago, and the amount of raw talent that turns up to compete is a little intimidating these days.

Nonetheless … I submitted some kind of “25 % finished” demo game at the end of 48 hours. I’m pretty happy with the result so far, and so I’m seriously toying with continuing to expand and develop this one because even though it’s got a long way to go, the flying mechanic feels pretty good.

I made this entry with Unity3D. A couple of years back I’d played with Unity but it never really ‘clicked’ with me. More recently, I tried it again, following some examples in an awesome little book by the guys at Deep Pixel – Unity 3 Blueprints – A Practical Guide to Indie Games Development. After following a few of their tutorials, the penny dropped and I had a much better understanding of how to best use Unity. As a result, my new found love of Unity enabled me to pump out a working prototype for Ludum Dare so quickly it really does feel like cheating compared with more barebones engines. But this is cool … it means game developers are free to focus on gameplay and design, without getting too bogged down with chasing memory leaks and the like, and ultimately more diverse and creative games will emerge … exciting times.

You can download my compo entry and see more here: http://www.ludumdare.com/compo/ludum-dare-24/?action=preview&uid=198