As January draws to a close, the annual Global Game Jam returns to keep me up for the greater part of 48 hours jammed packed with learning, playing, creating, and perhaps a little developing. If you have read my previous posts about game jams, you will know that me and my team try something new at every... Continue Reading →
TripWire – Available Now!
Our game is called TripWire, a fast and frenzied search for tokens while avoiding enemies and lasers and shooting your way through an entirely destructible map, but be careful, the more walls you destroy the more likely it is that a giant, angry enemy will jump out and chase you down! And make sure you... Continue Reading →
“Lasers are cool …” – Three Thing Game Winners
Yesterday evening, me and my team mates, Josh and Ryan, competed as team BetaJester in the 24 hour game creation competition Three Thing Game run by Rob Miles at the University of Hull. After 24 gruelling hours of code, fast food, energy drinks and more Dominos then you can shake a stick at, we came out as the... Continue Reading →
I finished this a little while ago, but I never got round to posting about it. Let me present to you "Super Pong"; the most complex, intelligent and detailed game in existence. Okay it's not, it's pong. To be fair, it's pong with pretty colours, touch, mouse and keyboard control, and a pretty decent A.I.... Continue Reading →
Simplicity is the key
Through the last few posts there has been a theme of a simple game that can be published sooner or a complex game that has more that could go wrong. Seeing as usually we go with the second one and end up with either a half finished game waiting endlessly to be finished, or a... Continue Reading →
In the dark, seedy underworld of an urban jungle far away, an ex-detective returns home to find his wife missing, presumed kidnapped, and his old case files strewn around town. Only by searching high and low across the many districts of the city can he hope to solve the case of his missing love... Continue Reading →
It Lives ….
After two or so days of work my game now works as a game. By which I mean you can score and die and then play again without it breaking on you, which for two days isn't too bad. There is still a lot of work I need to do in terms of graphics and transitions... Continue Reading →