I started working on an online third person shooter, where you can build the environment in-game. Feedback so far has been AWESOME. Everytime i go inside Unity editor and boot the game for testing, there are STILL people online playing it, and i find a ton of new buildings. One dude has literally been playing it all day, since i started deving today… his name is ‘everyone is a faggot’. The animations here are done by Beau H who is helping out and doing a really great job. I’ll post the game up here when it starts to take shape a little better. Here’s some screenshots from the building/shooting people have been doing:
HAPPY NEW YEAR! Hope everyone had great holidays and are coming into 2014 with a good feelings about the year. My favorite games of 2013 were definitely:
THE LAST OF US - incredible atmosphere, storytelling and smart combat gameplay (play on hard without ‘listen sense’!)
TOMB RAIDER - really appreciate the horror elements in the game and the tight gameplay. Decent reboot, looking forward to the sequels
FAR CRY 3 - brought back the FUN of the FC series. Love the wild animals, insane protagonist and colorful graphics
Now allow me to drop a bunch of things here that i’ve been working on recently:
SCIFI MIAMI: PLAY HERE
Slower Easier Version (with diff level/items): PLAY HERE
(this was the old version where i was striving for more tactical play, i think the faster simpler vers is more fun)
CONTROLS = WASD to move
Left click = shoot
Right Click = use item (knife at start)
Shift = inventory (mouse over item to equip)
WARNING! THIS GAME IS HARD AS F***: yes enemy bullets go through walls on purpose.. this makes the player have to play aggressive instead of hiding but is hard to get used to i admit, when dodging bullets try to look at your player and time shots (ammo is limited), i’ll be amazed if people finish this level. Post your stats if you do (the fast vers).
Decided to learn Unity Engine’s new 2D features and try to make a full top-down shooter for steam greenlight. Came up with this prototype. It was originally a lot slower and more based upon stealth, but when i simplified it and sped things up it became WAY more fun and immediate. It was really fun to program the AI in this!
ZOMBIE DESERT: PLAY HERE
NOTE: press 1,2,3,4 to get a weapon out at the start!!!!
I have an idea to create a zombie survival game in space, with procedurally generated levels (like an FPS roguelike). You’ll have to use your wits to survive a quadruple threat: lack of supplies, zombies, soldiers attempting to ‘clean up’ the outbreak and environmental hazards. I wanted the gameplay to remsemble Bioshock a lot. Not sure if this will get made now, but heres a simple desert environment to test out the path-finding and AI. Most of this is simply 3rd party tools put together, and this is about 1 day of work but its pretty fun so i thought id share!
JURASSIC CAR: PLAY HERE
I was talking in a game dev community and noticed that everyone was fretting too much about perfecting their games, instead of just jumping in and having fun with it. I thought it would be better for the whole community and better for learning if smaller games were posted more often, and in collaboration. So i told them i would make a game in a day and post the source code, this is what i came up with.
What am i doing now? LEARNING UDK Have a great start to the year everyone, i’d love to hear if you have fun with these games and your feedback is really appreciated!
This is one of those projects that ‘could have been so much more’ had i devoted a bit more time and artistic integrity to it, but as it stands it has some nice features: the weapons, artwork, physics and secrets are things i’m all proud of. I also really like the barely noticeable ‘doom esque’ face in the top left which changes expressions as you play. My goal was to make this appease the ‘casual games’ crowd who always claim my games are too difficult, never seeing the end, and the way i went about this was making a game my girlfriend – who only ever plays ‘escape the room’ games (zzzz) – could complete, i think i should have added some harder difficulties to it but to be honest this was really meant as a kind of fast mini-project for me. Hope you enjoy it, let me know what you think!
That last post was a big one, because the Physics Platformer Kit was the first retail product i’ve ever made. Releasing your work for others to see, critique, enjoy, rip apart, rip off and all manor of things is ACTUALLY REALLY SCARY, it’s like you are putting a small piece of yourself out there, completely vulnerable in the world. But the more you release and talk about your work, the more you get accustomed to it. Well, releasing a commercial product is another story entirely because you’re asking for peoples money and if the product doesn’t meet their expectations, its your head. Most people don’t realize, even if a game is “very obviously brilliant”, the people making it are so close to it, they don’t see that, and you really have no idea what the reaction will be before its out. Anyway, the PPK is getting 5 star reviews lots of positive feedback so that is great, it’s even been purchased for a SCHOOL LICENSE TO EDUCATE KIDS about game development! Regardless of the reaction, its just a big step to have released a commercial product and now its time for a commercial game.
I’ve started work on what can only be described as: a PROCEDURAL FPS PUZZLE GAME. Its a bit like bejeweled, meets Quake. The core idea being that the arena itself generates as you play and can be influenced by you and your enemies; but you can make stacks of special blocks to earn items which will help you. You’re going to want to look after your environment and set traps to have a better chance of survival.
Destroying the environment and swapping the position of a bouncepad.
A procedurally generated level (it builds itself as you play).
A stack of 4 yellows, which earns you a shotgun.
Experiments in AI: climbing obstacles and not falling off cliffs.
What was interesting is that my previous FPS attempt took 2 months to get the prototype done. Now, after learning more it took me 2 days for basically the same thing I’ve got a lot of faith in this idea and its really fun to work on so far!
I decided to turn the progress i had made on the physics platformer into a full blow ‘Make your own physics 3D platformer with no scripting required’ kit, and i’m hoping it helps a little bit to bring 3D platformers back, because they were awesome, and no one is making them. I think a part of that could be because there aren’t many resources for that, and because they’re more challenging to make than 2D platformers. So i’m solving both of those issues here.
SALES POST INCOMING:
Achieve your dream platformer featuring dynamic PHYSICS DRIVEN character interactions, immediate results with DRAG N DROP LEVEL DESIGN and compelling gameplay using SMOOTH, TIGHT CONTROLS! Guaranteed fun!
So give me feedback on the demo environment.. it is a tech demo, but its also pretty fun with collectibles and ziplines and stuff, and i think i’ll be making a 3D platformer with this new kit!
I started seeing if i could put together a “physics based” platformer like Little Big Planet:
If you’re a 3D artist and would like to work with me on a game, please don’t hesitate to hit me up at: firstname.lastname@example.org
I’m not looking for incredible, high-poly art, just nice aesthetics
The cool thing about this is, a few years back when Sam sent my the prototype for SkullFace i remember thinking:
“Damn this is so fun! How the hell did you do that!?”
I had no clue how to program a grappling hook – i wrote it off as one of those things that i just wouldn’t be able to do. But now i smashed together this prototype in just a few hours the other day. Must have learnt a fair bit since then; awesome.
To be honest with you guys, there’s not much to say about this game. It’s my first top down shooter so i now have a good understanding of how to make that now, but i also struggled a bit with animation from a top down perspective.. for example, getting those frogs to look like they jump when viewed from above, i used the flash “skew” tool to play with perspective and animated a shadow to simulate 3D space from a birds eye view. When i started to “nail” the top down look i felt really pleased and i added a “doom style” face in the top right else you can’t really see the main character.
This is a SELL OUT GAME. I won’t bullshit you if like my work enough to read my blog. It was easy to make in comparison to SkullFace because when the game is not overly challenging, it doesn’t need to be designed as well. That is why Edmund McMillen, Jon Blow.. or anyone who makes a challenging game gets mad props from me – it is much harder to make than 90% of the casual cookie feeder games that just pat you on the back and guide you along a simple path. In fact i barely play-tested this game at all, whereas SkullFace took a lot of rigorous play-testing to “get right”. I’m still proud because of the varied weaponry, physics and polished artwork, but this game was a bit like painting by numbers.. there aren’t many surprises in there – expect a few nice easter eggs :p
I have a really strong vision for this 3D game where you attempt to survive on a deserted tropical island, but the mechanics, wildlife and world rules are so open and varied that each time you play it is a wildly different story. Not sure when/if i can make this.
Whats up guys
I spent the weekend seeing the phenomenal MUSE in London with my girlfriend which was astounding, then spent a chill day wandering London – realizing how much i like that place. It got me thinking about HOW MUCH INCREDIBLE STUFF IS OUT THERE, and that i shouldn’t sacrifice my life for the art, but rather strive for a balance of the two.
You probably know the reoccurring theme of indie developers KILLING THEMSELVES over their art, and while some amazing games have come out of that, i believe that a healthy lifestyle is better for everyone.
This led to the following decisions:
– put the fps game on hold
– keep making 2D games
– work on 3D in the background (as a hobby)
THIS POST IS REALLY LACKING CONTENT, so here’s a prototype game i made over the last few days:
This is my friend playtesting AN EARLY PROTOTYPE of the game, not seen here is the level generation or any kind of real structure to the level (crawling/swimming/cover).
I’m looking forward to releasing THE NEXT VIDEO AND DEMO which will feel much more like a real game.
Please SUBSCRIBE on the right + to the youtube and let me know what you like/dislike about the game so far. Cheers guys!
Oh, and someone let me know I WON AN AWARD over on FlashGameLicense for one of the “Top 3 Platformers of 2012″ – for SkullFace. Awesome :]