Archive for May, 2008

Finally, a screenshot

* 8 Comments

IndieFAQs Update

Looks like IndieFAQs is down at the moment – I’m sorry, I really don’t know why 🙁 It appears to be returning a blank page instead of index.php, which I think is supposed to indicate some sort of PHP error, but since I’m on shared hosting there’s not a lot I can do to debug that…

I’m pretty busy at the moment with this contest (the deadline’s on Tuesday!), but once that’s over I’ll get in touch with my hosting company and see if they can help me work out what’s wrong. Sorry about this! Hopefully it’ll just fix itself as mysteriously as it broke itself!

[edit] Um, apparently it has fixed itself. All right, back to work, nothing to see here!

* Post a Comment

Unfinished Projects

Because loads of other people at TIGSource were doing it, I put together a mosaic of a random smattering of my unfinished projects:

Bigger version here! (over 2megs)

* 5 Comments

This is Ciellus

* 6 Comments

What is Ciellus?

I’m working on an entry for TIGSource’s Procedural Generation contest with the very talented Annabelle Kennedy. She just put together this bit of concept art out of nowhere and I had to share it! 😮

We’re working hard 😉 More information when we have it! In the meantime, you can keep an eye on the TIGSource thread here!

* 1 Comment

Current Focus

Ok, maybe I am entering just a little.

By the way, what do you think of the new sidebar? 🙂 Too much? I got the idea from nenad’s site.

* 6 Comments

Damn

I’m probably not entering, but damn, does this one look tempting…

More details here.

* Post a Comment

Some side projects, featuring the return of Buster Drake

I’ve set up a redirect from the frontpage to this blog until I actually have something worth putting up there! Somebody told me that it sucked, and they were right. Also, I got sick of updating it. This makes much more sense anyway – splash pages are, like, so ’90s.

Believe it or not, my April Fool’s post was dead serious. I really am working on a puzzle game. Though the word “puzzle” could be a bit misleading – it’s a word that’s come to encompass a load of games that I wouldn’t really consider to be puzzle games – you know, gem matching, falling blocks, all that nonsense. The game I’m working on isn’t anything like that. It’s more like this.

That game (which I still haven’t thought of a title for) is pretty much my main project right now, but it’s not the only thing I’m working on. I’ve been meaning to write a catch up post for ages now, but it’s been held up by the fact that it’s too soon for me to talk about my main, super serious project. So instead, here’s everything else I’m working on at the moment:

We Love Mind Control Rocket

Because of my other projects I haven’t touched this in about two weeks, but I’m going to make a big push this weekend to finish the update. One one hand, polishing a game that’s basically complete is really tedious, and I’d really prefer to just move on at this point, but on the other, I know there’s potential for a good game here – and if I don’t do it now, it’ll likely get pushed aside and eventually shelved, and I don’t want that to happen.

The update is a massive departure from the gameplay of the contest version – which wasn’t anything like how I originally wanted the game to play – it sort of just emerged from incomplete features that I had implemented.

Untitled Futility/Dream Logic Game

This started as a sort of parallel game for the VGNG contest at TIGSource under the title “Boring Magic Power”, but it’s since become something very different, so I don’t know what I’m calling it at the moment.

There’s an interesting theory about dreams that I’ve always liked: it says that dreams are a way for us to practice handling difficult real life situations that may come up. They give us a chance to improvise, and just see how things play out. Not everybody can relate to this, I guess, but it’s always been the case for me – my dreams are like scenes from soap operas.

This game is a bit autobiographical (to a point, anyway) – I’m trying to make a point about fear of change, about taking chances, and so on. In the game, the main character works in a repetitive office job, and it plays out by offering you meaningless choices that either don’t really matter or lead to ruin. The point of the game is that nothing ever works out: any attempts to break out of the monotony of day to day living leads to failure, and eventually, to a repetitive and bleak lifestyle. Even rather innocuous choices lead to worse case scenarios – in the example in the screenshot above, if you run through the traffic lights you might knock over a cyclist, or get hit by a truck, and so on.

I’m using the Mind Control Rocket engine, so there isn’t really a lot of coding work involved – it really just involves putting together a script and getting some appropriate photographs. So I don’t know when (or if) it’ll be finished – really there’s just a few days work involved, but I’m waiting for inspiration to strike, to develop a clearer idea of what I want the game to say.

Benzido over at TIGSource has a somewhat similar idea in mind, so I put together this mockup for him with the engine 🙂

Buster Drake: The one with the descent into hell

Buster Drake is a character I came up with for the Text the Halls Interactive Fiction contest at TIGSource last Christmas. I was too busy to finish it, but the gist of the game was that you played this really over the top secret agent on an infiltration mission, and you had a load of high tech gadgets at your disposal that you had to use to solve typical little text adventure puzzles.

I’m not entirely sure why I decided to reuse the character for this – RPGDX were holding an ASCII RPG contest, and I had my mind made up that I’d really like to try making a shooter (since I’d never tried to make one before). It tied in enough with the old text adventure idea that I thought it would be a good chance to use some of the ideas.

I really liked where this was going, but then out of nowhere TIGSource announced their VGNG content and I decided to go with it instead, putting this on hold. I haven’t really gotten back to it, but most of the hard work is done – the engine’s finished, so it’s down to creating the content, which I figure would take about two weeks. I know it’ll work – I’m using the aiming system from Warning Forever, which worked out far better than I expected it would – it’s already fun to move about and shoot things, and there are some really nifty ideas with enemies that I’m dying to try out… Unfortunately, I think I pretty much have to put it on hold. I mean, I love the idea and I really want to work on it, but I’ve already taken over a month out with all these side projects.

What I’m probably going to do is spend about a month working on the puzzle game, and then revisit this. It’s either that or scrap it altogether 🙁

(By the way, in case you’re wondering, I came up with the title while watching episodes of Friends 😀 )

Space/Void

About a month ago, Cactus posted on his forums looking for level designers for a couple of games that he had in the pipeline. One of them was Space/Void – and I volunteered to help.

That’s the only screenshot he’s put up of it yet, but the game’s actually more or less finished. I made some levels for it and sent them his way, all he’s got left to do is to add a few game elements and some final touches (menus, save function, and so on). Given his prodigious release rate, I don’t expect we’ll have too long to wait before it’s ready – which is great, because it’s excellent, heh. It’s a total departure from the sorta games Cactus usually makes.

* 8 Comments