Sunday 8 May 2016

Trapper's Delight Is Coming to Steam!

Hi Everyone!

I'm continuing to be being bad at posting here but I wanted to throw out an update. I've been working on a new game called Trapper's Delight. The game has already been through Steam Greenlight succesful so it's going to be coming to Steam at some point (hopefully this year!)

Check it out over at the website for the game!

And here's the original trailer.

Thanks everyone!

Saturday 3 January 2015

Bonkadonk! It's a video game!

For about half a year now I have been working on a new game project and it's now getting to a state where I am ready to start talking about it. The game is a competitive multiplayer game, currently called Bonkadonk. Named as such because in the game players will try to bonk and donk their way to victory by smacking other players out of the arena. In the pursuit to become the last ball rolling, players can arm themselves with various powerups to help give them an advantage, such as speed boosts and solid granite balls.

I am planning to post a lot more about this in the future, but for now enjoy this small gameplay video.

Sunday 20 October 2013

Asylum Jam - Tempus Fugit

It's been a while since I have made a complete and playable game, so I thought it was about time that I took part in another jam! Last weekend I took part in Asylum Jam, a horror themed game jam, which turned out to be a pretty great success.

The game I ended up making is Tempus Fugit. It is based around a single mechanic that I have wanted to experiment with for a while now. The idea is that the player is being hunted by this invisible time monster, which slows down the time around itself. The only way the player can detect the monster is to observe their surroundings and see objects slow down from their normal speed. Because of this, the world is full of kinematic objects such as fans, swinging pendulums and rain which will betray the location of the monster.

I have had this idea in my head for a while and wanted to try it out and see how well it works. Overall I think it is a pretty interesting mechanic, but I do regret not informing the player more upfront about how the game works. A lot of people who played the game spent a lot of the time confused about what was going on and never quite get to grips with the core mechanic, which was a shame. I feel like the game would have worked better if players were told up front (or at least shown more explicitly) how the monster works so they would have spent their play time looking out for the discrepancies in the world, rather than wandering around lost and confused. Some of the most satisfying moments I had when playing around with the game was when I was frantically scanning the area looking for clues about where the monster might be, which could be easily be lost if the player doesn't know what to look out for.

The art style was very well received, which I was super happy abut. The art style was built around my own limitations. By this point I feel pretty confident about making 3D models in Blender, but not so much texturing, so this white and black solid textured look fits perfectly into that. Having to include all of these moving objects really made the world feel more alive as well, which I will have to do more of in any future projects.

There was a lot of coverage of the game on various websites which was super awesome to see. Indie Statik did a really nice write up on the game and there were a couple of videos that came out from this including Indie Impressions and Giant Bomb's Patrick Klepek in Worth Jammin'. I was super happy to see these guys covering my game and mostly saying nice things about it, even if they were a bit confused while playing...

I may well play around with this idea more in the future, quite a few ideas have been running around in my head for the past week about how the game could be expanded into a more fully featured game. Hopefully more of this will appear here in the future.

Sunday 7 July 2013

Molyjam 2013: Mind of Molyneux

Just a quick post to say that I made a game for this year's Molyjam 2013!

You can find it here:

It is very silly and mostly relies on you being mad about Peter Molyneux. Was lots of good fun to make though, and Peter made some awesome music for it!

Please give it a try and let me know what you think.

Friday 22 March 2013

Another quick update

Real life. That's a thing that happens, then things like blog posts get forgotten about. I'm sorry guys! I truly am! I will make it up to you by you telling about what has been going on recently. So 5 months ago to this day I started my new job at TT Fusion and have been having a great time. This has been my first games industry gig and it has been such a fantastic learning experience and have been able to get down and dirty making some friggin video games.

I'm just going to leave this picture of a lion here.

Outside of this, I have been spending a bit of time doing various bits and bobs. I have obviously been rather busy with work now, but I am still trying to make time to do my own little projects and learn new things on the side. I will hopefully have some stuff to show soon, but there is only so much time in the day to make things happen. This is a brand new project and it is pretty exciting stuff. Unfortunately this isn't related to any of my old projects, they may have been a bit forgotten about at this point. I love them all, but eventually you have to move on to pastures new. 

Long story short, the future is exciting guys! :D

The Lost Blog Post - Astro Junk

Well this is embarrassing. I haven't updated this blog in forever and it turns out I wrote a blog post ages ago and then forgot.

So I might as well post it. Have a time capsule of my thoughts from about 6 months ago. I was originally planning to write a few posts about the development of Astro Junk but I got a bit distracted by real life. I shall just post this here in case it is at all interesting to anyone, but it seems unlikely that I shall actually revisit this and finish the series up.


Well here we go:

Over the past two weeks or so I have been working on a game called Astro Junk. This has been my first real exercise of building up a complete game and has come with many of the challenges associated with game development. However it has been great fun and I have learnt a lot. I plan to go through over a series of posts some of the key points about how I made the game, as well as point out the major things that I learnt.

Thursday 27 September 2012

Eurogamer Expo 2012 Roundup

I am currently on the train back from having a day out at the 2012 Eurogamer Expo in Earl's Court. The event seems to have become the big UK gaming convention and I have enjoyed going every year since its inception. Each time it is a good look around at the current state of the games industry and get a good glimpse at the games that are coming out soon.

All of the usual suspects were out in force and there is plenty out there already on most of these games. Here I will just give a bit of my own thoughts on what I saw and found interesting.