The game is called theFIELD. And it’s quiet meditation on cube collection. Turn the lights down, breath, relax and push some cubes.
Controls are UP DOWN LEFT RIGHT and SPACE. Hopefully their use will be obvious.
So far it’s taken about 5 days to get it to this point. I got the gameplay nailed down in the first day and then it’s been tweak this, tweak that for 4. I even spent half a day on a possibly pretentious title screen (but there are 100 letters in the title). The music is by the wicked Joel (JiveMaster) Bird
I must give a big “dude your awesome” to Shawn Eustace, who when I asked for comments gave me a page of things I didn’t even see.
I’ve just had the best weekend I’ve had all year. I got 5 hours sleep. I ate nothing but crap (apart from Kieran’s pies). I lost it in front of some students, and we made a damn cute game.
This is Thunderheads Garden. You play a happy raincloud in the garden of the mad giant Thunderhead. You spend your days growing sunflowers and watching the happy bunnies multiply. But when Thunderhead gets angry he flips the world to hate and you have to use the flowers as a gasoline trail to wipe out the evil bunnies.
So it’s like a family game. And it’s for 3 players.
I’ll get a web version uploaded after another nap.
This could be a mistake.
Almost on a dare I put together a bunch of friends and we are all in the 48hr Game Making Challenge. GameOn/QUT/iCi/Acid and the amazing Truna have put together an impressive event. There will be 17 student teams and 3 pro teams competing over this weekend. I’m in the Monkey Something pro team and all 6 of us have never made a game in under 9 months, Actually I average 2 years to make a game. So 48 hours is going to be a stretch.
There will also be 3 very brave teams from the (Griffith Film School) Games Design, where I lecture. Milk n’ Pickles, Sick Fish and Immigration Office will all be part of the first public appearance of the Griffith Games students.
To make things more interesting nearly everyone on the 3 separate pro teams have worked together. So this could be the weekend for long held grudges to surface.
You can read about it here http://www.48hrgamecomp.com/ Over the weekend it will be blogged and streamed live at that address. Or you can rock up to QUT Kelvin Grove and check it out. Any time of the weekend really. We’ll all be there.
Those who are about to game salute you.
There is an MMO called Love being developed one man, Eskil Steenberg. This is his Blog. Look at this video.
Up to speed on the game? Ok now look at this video. And read this post, it’s long but it’s worth the effort. That’s the toolset for Love. He wrote that. It’s awesome. His ideas on development are inspired.
I’ve been following this for a while now, since I saw this article. But the reason for posting about it is that it looks like it’s getting close to release. And I can’t wait.
In the mad panic at the beginning of semester I totally forgot to post this video to the game I’m working on. Swarm is all made in openframeworks for the iPhone. There are also a bunch of support tools that I wrote in processing as well. More info soon.
I joined at the start of DAH2 and in the four years I was there I experienced the best working environment that I’ve ever known. If there are better teams and better people out there then I pray I find them one day.
At the end of DAH2 when THQ took the license back, The Bravo Team picked their name first so we became known as the Alpha Team. We moved upstairs, Bravo started up their game and we just kept working. That first 9 months of pitching and experimenting and trying to nail the game idea was amazing. It changed the way I work, the way I look at the job. The respect we had for one another was impressive. That doesn’t just happen. It’s built, day by day.
I equate it to a band that just kept playing, every month we got better. You’d know how every person would play. You’d know how everyone could shine. We got tight and the product was amazing. One day people will see it. And it’ll be seen for what it is. The best game we’ll all never finish.
On Friday I gave a talk at GCAP. The topic was on teaching artists to program and how this can benefit the whole team. It was a chance to show off some of the experiences I’ve had through the year while teaching processing.
It’s also got a few tips on how to write code for other artists in your team to use. The whole thing went over well, and as promised here are the slides from the talk. If I’m really lucky maybe I can get a recording of it.