PEGJam and SUPER BUSKER

So let’s get one thing straight. PEGJam 2.0 was incredible, and I highly encourage anyone looking to attend in the years to come to set aside the time to do so. Despite roasting in quite possibly 40°C+ conditions, the talent was so densely packed in this room that you could stir it with a spoon.

Moving on. As you probably know the purpose of these here ‘Jam’ thingies is to create something new, awesome and fun. There were lots of incredible entries and I encourage you to find them … somehow. I’m not exactly sure how, there’s no central PEGJam game listing.  Alas.

Super Busker Title Screen

Super Busker

SUPER BUSKER is my contribution to the madness. It puts you in the shoes of a panhandler trying to earn his way to the very top of the busker income ranks. Look for this to show up on a portal of some kind soon.

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Eternity Gameplay Preview

Since the last update quite a bit of work has gone into Eternity. The AI has been updated with both improvements to the current enemies and the addition of passive “Trader” NPCs. Planets also got a bunch of work and now you can land on planets and visit the Starport to trade in for a sweet new ship. There’s still a lot to be done of course! But in the meantime I had a little fun and put together a preview video for my game:

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We Get Redesigned

We Get Signal Redesign Preview

Well, it took quite some time but I finally saw the light. The old site was awful and relied on a twitchy Flash carousel that gave some people motion sickness. I figure that since I’ve designed more than a few sites over the past year I should spend some time on my own and make it pure CSS/JavaScript like the real companies do these days.

On a related note I’m also redesigning the About and Portfolio pages in a similar fashion, but I think the blog will stay the way it is.. for now.

Hopefully you all find this version a little more usable and attractive!

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Eternity

As usually happens a few times a year, a really fun project idea has bitten me and won’t let go. This one is already looking really solid. Ladies and gentlemen, I humbly introduce to you Eternity:

Eternity Title Screen

Choosing a target

Basically this game will be a jump into the space exploration genre, taking after Escape Velocity which was one of my favorite games as a kid. It’s a nice break from the usual platformers and such that take heavy handed collision engines. Ideally I’d like to take this game to a level I’ve never achieved before, allowing some really cool emergent gameplay with the player able to visit different systems and trade items.. AI ships will travel from system to system, and they will range from civilian traders to rogue pirates to military vessels enforcing the peace.

Where it stands right now is that you start in a small shuttle, and as you cross a procedurally generated galaxy you may encounter pirate ships. You can dogfight with them and they explode into tasty particle engine goodness.

Enemy vaporized

The galaxy is recursively generated, beginning with a central star system and branching outwards, each solar system spawning a layer of children and so forth, as ‘space’ permits (ha, ha.) This produces some pretty interesting constellation-like formations in the overview of the galaxy.

Each star system may have planets, and each planet may have moons. As well each system has a unique star backdrop that is generated upon your entry into the system. I may have to drop this feature though, because it seems to slow down some computers rather harshly.

Anyway, if space  exploration is your cup of tea, keep your eyes on this one.

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GiraffeRPG

I’ve started work on another new project, a collaboration with one of the artists I’ve met through TIGSource. It’s under the tentative title of GiraffeRPG for reasons I am sure you can hypothesize on your lonesome. For the man known only as “J.R. Hill”, it is an outlet for his desire to draw giraffes. Many of them. Cute ones. My own ambitions were simply to create an RPG. I think that sums it up.

GiraffeRPG in Development

Right now GiraffeRPG has a working Tile Map Editor written for Adobe AIR. It’s also built on Flex 4, so I’ve been fiddling around with the new Spark components. Flex to me is far too cumbersome in most cases and I’m not even sure I really like it here. On the other hand, it did make rapid development of a functional editor quite easy and the ability (thanks to AIR) to access local files is really, really handy.

Next phase of the game is to start working on building out some areas for Giraffey to walk around and some collision code to accommodate the various edge types. After that we will move onto ‘entities’, which include the characters and enemies of the game.

If you’re interested in some of J.R. Hill’s artwork, check out his site Time For Cute.

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