Heres something I made today: radii.py
Wow, so apparently we got 3rd place in the contest with our Super Munch 2 Turbo game. $1000 for each group member :)
Recently I haven't been doing too much programming - we've been working on an
ARG for interactive storytelling class. However, Adrian and (sortof) I have been making a cool shmup about time travel. One of the most interesting things is that we've been using a component-based game engine architecture, instead of what I traditionally use which is a very inheritance-based approach.
Over the past couple weeks I've been working on finishing up Super Munch 2 Turbo, our entry for the 38 Studios game contest. I worked with some friends here at WPI on this. It's alright, a bit buggy and short but who knows - maybe it will do okay. I have posted some screenshots (sm2t).
So I've started some cool one-button games until I get more art for the previous entry. One is done, and I've posted screenshots and mockups of the others so far. They're all named after colors. My design restrictions are: 160x120 resolution, 3 colors (black, white, color) and one-button gameplay. As usual, files on the left.
Hi, I'm working on a new game with a friend of mine. Its going to be like Gunstar Heroes but with a story and some other cool stuff. Check out some early sprites my friend is working on.
In many games, people will find and exploit bugs in a game to give themselves an advantage. In single-player games like half life or super mario 64, this leads to speed runs and other cool demos - but in competitive games it has a more interesting effect. Over time, more people will use it and it will become accepted: quake 1 has bunnyhopping, a bug that allows a player to move faster by constantly jumping and turning in midair. I don't know about the current state of quake multiplayer but I know in counter-strike, bunnyhopping is still discouraged by many people. In quake 3, people made a mod called Defrag, which is entirely about racing using bugs like strafejumping, a similar technique, to accelerate. An open-source FPS called Warsow is growing in popularity, and the levels in the game are designed with the speed granted by skilled strafejumping in mind. It too has a 'race' mode, which is very similar to Defrag. I find it very interesting that people will accept the bug, and realize its potential as a gameplay element. Bunnyhopping, in this case, requires a great deal of practice to perfect and works well for a racing game.
I've been thinking about how to make a 2-D parkour (similar to free-running) game that allows for very free-form movement and a high level of skill. The original idea was that the game wouldn't have a victory condition, it would be all about showing off your demos and rating other peoples' runs. However, I've been thinking that there could be some competitive game modes as well - capture the flag would be a good example - by adding a few combat features into the game. One thing I'm sure about is that the game would use an analog stick and as few buttons as possible. I've added a parkour.txt file to the list if you want to check out what I have so far for controls and such.
Tubes was the result of a recent project I was involved in. It is a 2d sidescroller/puzzle/shooter that takes place inside the internet. We made this for a game development class, so we didn't get very far - just enough for a demo. You can find it on the left, with the other files.
Website has come into existence. I will write various things here, and post any creations of mine. This includes but is not limited to: music, art, game design documents, finished games, unfinished games, etc. If you want to know who I am, look at the aboutme.txt file.