Next Project

Alright the voting is almost over for the TIGSource Versus Competition. I think it ends Sunday or something. I don’t think I will do very well in the results but it doesn’t bother me. Lots of great games were made and that’s what it’s about. It provided me with enough motivation to actually finish a project which is a rare occurrence for me, so that’s a plus. Anyway a couple days after the competition voting started I came up with this idea for a stealth game based around the concept of you planning the heist rather than actually executing it. I have since changed the idea so that you can take control of your character directly. Heist movies have always had a spot in my heart but it is the planning of it that I really enjoy. Think about Ocean’s Eleven and how cool it was when you find out they dress as the S.W.A.T. team and Andy Garcia let’s them walk out the door with cash exactly how Brad Pitt told him it would happen. Or in the Italian Job (the new one) how they blow the boat and truck through the ground to steal the stuff. Those are the kind of moment I will hopefully let you create in this game. That is my goal and with a little luck and hard work. I have a development log over at TIGSource and I will post updates both here and there.

Goodbye for now.


The Other Senses and a New Game Idea

Whenever I read about new games and technology it always claims to add immersion. A lot of first person shooter games advertise as being “the most immersive experience” and they are all basically the same when it comes to immersion. New 3D games such as Killzone 3 and games for Nintendo’s 3DS all say that 3D is the next step to complete immersion but I think they are wrong. Video games, for me anyway, are much more immersive to me than movies for example because you have a direct impact one what is going on. You could say that uses your sense of touch, although this can be taken a step further which I will talk about in moment. Now music uses only one of your five senses: hearing. Movies use sight and hearing and games use sight, and touch. The way I see it the only way to get more immersed is to use the other senses for stuff related to the game. Lets say for example that you are playing a survival horror game and you walk into a room and you can smell the blood. In a standard game you sense of smell and taste are not used at all in the game and instead you smell scents from your house, breaking the immersion. I’m not a scientist or an engineer so I don’t know how you could produce smells that are related to the game but I think putting research into to that rather than 3D technology is a worthwhile endeavor. Taste is a little harder to do because you’re generally not tasting things on a regular basis but touch is another sense that isn’t really used. If you are playing an FPS it would be cool if your controller got cold and felt like steel but again I’m not scientist so I don’t know if or how this could be possible but I think ignoring the other senses is a bad idea. A problem with this idea is that some games aren’t about immersion like party games but you would have the ability to disable it for those games.

Anyway enough of my ramblings I have a neat idea for game and I am starting to develop it. Basically it is a heist game with the interface of a video editing program. That is all I’m gonna say for now.

So long until the next post.


Just posting to say that I made the competition deadline. I’m posting a little bit late because I have been busy and sick too. I am working on an update that will be compiled with the new Faucet Networking Extension as well as a music fix because it didn’t loop properly. Also it seems that I forgot to add credit to the people who made Faucet so that will be added and to make it up to them I am adding an intro for the game as well that credits them.

Anyway enough of the boring update stuff, I wanted to take a minute to talk about some things I find interesting. What I find particularly interesting are different rendering techniques. Such as Mode-7 (used in older games like Super Mario Kart and F-Zero) and ray casting (used in Wolfenstien and a modified version was used in Doom). I have always had a certain fascination with these kind of things because they have always had a unique look to them. I while ago I helped someone with a fake 3D engine they were building. It was used mostly in top down situations where you wanted 3d buildings and such. I contributed a script that would project a point onto a plane. This was used for shadow casting because you would project each vertex of the shape onto the floor plane in the direction away from the light source. Thats where I found these cool techniques but I have never been able to incorporate one into any projects. Hopefully that will change because I am determined to use one in my future adventures.

That’s about all for this post and hopefully I can post again during or after the voting has finished for the competition.

Rebound Update

As the deadline of February 27 approaches, I have been scrambling to change, fix and add things making sure everything is working as it should. I got a music man on-board which is a huge relief. His name is LeChatDeMaison and he graciously accepted my last minute request for music. He has done music for me in the past (he did the Eco-Chrome soundtrack) and I have great confidence in his work. Anyway I just spend today adding a whole new mode and squashing bugs and just adding stuff. Anyway I should be able to make the deadline which is an exciting thing for me because I don’t release many games. That’s all for today.

Ugly Baby Syndrome

Today I was browsing the forums and came across a thread about the ugly baby syndrome. For those of you who don’t know what that is it refers to when parents can’t accept the fact that they have an ugly baby because they are so attached to it and they are blinded by their love for it. In terms of game development this is when yu have spent so much time crafting this game that you immediately throw away any constructive critisism. As I was reading this I find that I am almost the opposite. I find that I am so attached to a project that I just get lost it all the technical details and any fun that could have been had is lost. I also tend to think that my games are bad once I am finished with them. Another problem I have had with every game I have gotten close to or actually finished, is that nearing the end of development I get so sick of working on the same idea and coding tedious thigs like menus that I just lose all motivation. I was playing my contest entry with someone from the irc and they told me that the game was too slow paced. So I changed it and now I think it is better as a game and I think that playing your game with someone and talking to them about certain aspects is a really good exercise and I wish I had done it on previous games. That can be hard though after you’ve slaved for months on something and someone comes along and says this is bad and this should be changed but in the end they are just trying to help.

Hello World

This is going to be my blog where I post news about stuff that I am doing. It will be mostly related to my hobby; designing video games. At this time I am working on finishing my TIGSource Versus Competition entry called Rebound.a screenshot of Rebound

It’s kind of like chess with lasers but not really. It’s my first entry into a TIGSource Competition and also my first foray into online programming. I am making the game in Game Maker using the Faucet Networking Extension by the guys that made Gang Garrison. It has been wonderful to use and has been really fun. As we get closer to the deadline I am trying to balance working on the game and working on school work. I have a little bit less than a week left and I just have to tweak a couple things programming wise and create music and sound effects and add that. The whole competition has been a really good experience and has given me the motivation that I need to complete a game. I have two other games released my first one being Eco-Chrome which took me a lot longer than it should have but it was released on April fools day in 2009 I think. My next game, Contrast, was made in a week for GameJolt’s minimal competition and didn’t win. Those are the only two games that I have completed and Rebound will be the third. Usually what ends up happening is I have a great idea and never find the perseverance to see it through. I am quite close to finishing a roguelike that originally started for Yoyogames PSP contest but I didn’t finish it in time. There are a few more things I need to do and then add sound and music and it will be finished as well. Well thats the history of me as a game designer. I started this blog not really for other people but I kind of like having a journal type thing to document progress and other stuff. Posts will be probably be fairly short and often. I also started this blog to improve my writing which is easily on of my weakest characteristics. Good day.