Archive for the 'games' Category

ARGH, I mean, hello!

Haha, just got a bit of a traffic spike from SomethingAwful and Reddit, based on Small Worlds, so I thought I should probably make some sort of news post in response. So, BREAKING NEWS: I’m crazy busy right now with animation work, so game-dev has fallen by the wayside a bit, but Sentinel and Two are definitely still in (gradual) development.

In smaller game news: Fireflight has failed utterly at gathering a sponsor; I wondered for a while whether I should modify it to be more sponsor-friendly (read: discrete levels and an upgrade shop,) but having ignored it for a couple of months it seems pretty obvious that the right thing to do is to just release it as is, without a sponsor: Hopefully I’ll find the time to do that this week. No promises though! I am bad at those.

On the other hand, the animation side of things is going pretty awesomely well. Remember this thing we made at rathergood last year? It turns out we’re making a full half-hour Christmas special based on it, narrated by some amazing stroke of luck by Steve Coogan. Making a half-hour animation in four months doesn’t leave much time for gamedev though, which is why this blog has gone a bit quiet recently. But: we’re set to finish the film in mid september, so I’ll definitely have some exciting news in roughly two month’s time. Argh there I go again making promises.

Right: So, without making any more rash promises, here’s my gamedev schedule – Pretty soon you’ll be able to play Fireflight. Then in September, I’ll be able to give you proper news with regards to Sentinel, Two, and a proper multi-platform, upgraded release of Rocket Storm. Then, I will become Emperor of Space.

I promise!

Ahem.

Blimey its April

Hello! Gosh, three months between blog posts isn’t a very good showing, is it?

In my defense, the last three months have been incredibly busy for me – I’ve been working on a series of pretty awesome non-game related projects, which are in various stages of completion/production at the moment. The only one I can really show you yet is these idents we made for the vast and benevolent Crusha corporation, which are airing on Nickelodeon in the UK right now. I watched a bit of Nickelodeon the other day as a result, but I can’t recommend the particular show I saw unless you happen to be a teenage girl. There was a lot of sass. Several characters had conspicuous attitude. I watched through the gaps between my fingers.  Possibly I was not of the target demographic.

I’ve also done a stop-motion thingy for BBC online, which I think is going out in a week or so. I promise you it’s the best thing you will ever see apart from some other things. More on that when it’s available.

Also, I’ve been working on a super-secret project for rathergood, although all I can say about it is that I spent the last week constructing a badger.

So! Anyway, game news! Since we last spoke I’ve finished exactly two games! I shall tell you about them right now.

 

Game one is called ‘Fireflight,’ and it’s the super-secret game I hinted about in my last post.

(click the images to view full-size)

It’s a hand-painted 3D dodge-em-up very reminiscent of an old Spectrum game called Deathchase. I was going for fast and simple gameplay, in a Canabalt sort of a way. Anyway, I’m looking for sponsorship right now, so if you happen to be a major Flash game portal, I can promise you that if you sponsor it then it will definitely be a massive success and everyone in the world will be playing it all day every day for the rest of their lives. Also I accept money electronically, or in the form of sacks of gold bullion left anonymously outside my front door.

If you’re not a sponsor, then you can play the game just as soon as it’s released, which should be very soon now. You will be the first to know.  Yes, you personally.

 

The second game was a bit of fun – for a bit of a bet with myself, I made a game in three days for the new Blackberry Playbook. It’s called ‘Rocket Storm,’ and its a little arcadey reaction thing, where you have to defend a space-station against an endless onslaught of missiles and spaceships.

(Click the images to view full-size)

It came out surprisingly well, so I’m right now this morning having a go at porting it over to Android, with iOS next on the list. Oh, and I’ll do a Flash version too I reckon. I don’t think the Playbook is officially released until the 19th (although some people already seem to be downloading and playing it somehow. Journalists? RIM employees? Time travellers? I literally do not know.)

Anyway if you have a Playbook and you are in the future, you can download it (for free!) from http://appworld.blackberry.com/webstore/content/38933?lang=en

Or, you can use this handy magical QR code! IS TECHNOLOGY NOT MARVELLOUS?

 

Oh! I almost forgot, I did a little guest spot on the wonderful Van Hemlock podcast, in which I talk for a solid half hour about computer games without ever once reaching any sort of point or conclusion. Or remembering to mention the two games I’ve recently written, oops. I am not very good at this.


Listen to my incoherent ramblings over at Consoling Gamers.

 

Um… I think that’s it for now. I see on my other screen the Android SDK has finished installing, so I’d best get back to work.   Bye!

Blimey it’s 2011

Happy 2011! Hooray!

I suppose I should give some game development updates… Well…

Two! Two
Not much progress here, to be honest. I’m waiting to finish Sentinel before jumping back properly into Two. The time spent away from it has given me the chance to really think about how it’s going to work though, so I’m pretty psyched about getting back to it.
Sentinel! Sentinel
Man, this one seems to expand to fill all available time. I keep thinking I’m nearly done, then a hundred new things pop up that I hadn’t considered before. It’s by far the biggest game I’ve ever made, but it’s getting there slowly.
Secret Game! Secret Project 3
Haha, this one’s a little surprise, something I started working on just before Christmas for fun on a weekend. It’s a fun little game, and I reckon there’s only a couple of days worth of development left on it. Here’s a teeny sneak peek:

Secret Game!

Oh, also, I’ve been credited recently with writing a game called Darkfate, about a scientist exploring a post-apocalyptic landscape. It’s a neat game, especially considering the constraints it was written under (it was for a competition that imposed a strict limit on the length of code,) but I have to admit that I didn’t write it – it was made by a chap called Kevin Soulas.

That’s it for now! Happy 6th of January!

Looking better

New screens!

(click for full-size)

(click for full size)

Games and the like

Hello! My blog stats tell me there are literally some people waiting eagerly for news of the next game I manage to finish, so by “popular” demand, here’s an update!

The-Game-Formerly-Known-As-Entanglement has an official new name! From now on it shall be known simply as ‘Two’ – a name which I think neatly sums up the central mechanic and which, as an added bonus, sounds slightly self-important and pretentious. Hooray for it! I hope to end it with a single word written against a black screen. “Darkness,” or “Death” or something. Haha, no, I jest – for everyone that though Small Worlds’ ending was a little pat, I promise I will do better next time.

Two!

That said, I haven’t actually been working on Two very much recently – it’s still fully in development, but in the last few weeks I’ve been working on something new and very different. After spending a while engrossed in the indie/art-game scene, I suddenly remembered that while art-games are exciting and wonderful and fantastic, I also love game-games, and some of the most exciting things in the medium happen at the point where the two approaches meet. So, I’m making an unashamed game-game involving robots, and lasers, and robots who fire lasers. I’m trying to make it as pretty as I can too, so hopefully I won’t completely alienate anyone who’s waiting for another minimalist pixel-art game.

Probably not called 'Sentinel'
(click image for full-size)

Anyway, It doesn’t really have a name yet. Turns out I’m really bad at names. I’d like to call it ‘Sentinel,’ only that’s already the name of a very good game from the 80s that I played to death on my ZX Spectrum twenty years ago, so I should probably think of something more unique. On a related note, unless you know what a ZX Spectrum was, the following names are probably meaningless, but the new game is inspired by old Spectrum games like Terminus, Equinox, and Cybernoid – There’s something about those old flip-screen robot-y explorer/shooters that I’ve always liked, so I’m hoping to capture something of the quiet, implacable alien threat those games suggested to me 20 years ago. With a little bit of modern twin-stick arena-shooter thrown in for good measure.

The main game engine is just about written now, so most of the really hard bits are done. All I have left to do before it’s finished is a bunch of level design and a whole load of drawing.

This is a work-in-progress; the background is rather plain at the moment, and there’re a bunch of effects missing, but you can see the direction I’ve taken for the look of the thing:

Entinelsay (Click to de-smallify)
(Click image to embiggenate)

Anyway, I’ll probably finish The-Game-That’s-Not-Called-Sentinel before getting back into Two. I’m absolutely woeful at giving timescales for this sort of thing, but Not-Sentinel is an exercise in making a decent game as quickly as I can, so hopefully it shouldn’t be too much longer.

In other, other news, I noticed I’m still getting hits via google searches for things like ‘How to win at Chasm Spasm’ and ‘How to play Mind Control’ – the answer to both questions is the same: Keep trying, you just have to believe.

Look at my new thing!

Hello!

So I’m working on a new game! I’ve been secretly tinkering with it for a while now, but this week it’s really started to take shape. I’ve got a great feeling about this – hopefully it’ll be something special.

I mentioned a while ago that I had a couple of ideas for new games – specifically, that I had an idea that was visually quite close to Small Worlds, and another idea that had a brand new, exciting, and radically different aesthetic!

New game!

This is not that idea.

So, yes, it looks quite a lot like Small Worlds. I fully intended to put this one on the back-burner and concentrate on some of the many non-chunky-pixel game ideas I’ve had, but then I was sitting on the 9:30 from Stratford a few weeks ago staring out the window at some lovely chunky blocky office buildings and suddenly the game leapt back into the front of my mind along with a whole bunch of really interesting game mechanic ideas, and I haven’t been able to banish it since.

So I figured, what the heck.

I don’t really have a title yet – I’m calling in ‘Entanglement,’ because that’s the first thing that sprung to mind, but I don’t really like that so hopefully I’ll be able to think up something better before it’s finished. I don’t want to give too much away right now, but I can confirm that it’s an exploration-based platformer, although it has a far stronger emphasis on interaction and puzzles than Small Worlds had, and a cunning twist that for the moment must remain a tantalising secret.

I can’t give a definite release date yet – it’s still a long way from that – but I reckon it’s weeks rather than months. I’ll keep you updated!

In other news, I didn’t win a Mochi! Small Worlds was nominated in the ‘Creative’ category in the Mochi Awards at the recent Flash Game Summit, but lost out to the absolutely excellent Time Fcuk. The also excellent Windosill was the other finalist – I can very strongly recommend you give both games a try – Windosill costs money, but not very much, and there’s a demo (the link above!) so you can see how good it is for free.

Oh, I also made another sort-of-game for my cruel overlords at rathergood.com. You’ll need a microphone to play, but if you have one, I can absolutely promise that you’ll have the best experience of your life playing Mind Control.*

Please don’t judge me.

* Disclaimer: You may not have the best experience of your life.

Hear My Voice In Your Head

Van Hemlock, Way Too Casual, and Armor Games.  Hooray for them all!

I was recently interviewed by the Van Hemlock Podcast about Small Worlds and general indie game stuff! You can listen to the whole show here. There’s a spot of nepotism here, since the co-host Jon is my brother, but if you like to hear two siblings bickering over nothing in particular (and who doesn’t!) then it’s the thing for you!

They gave me absolutely no warning whatsoever for the interview, so I had nothing prepared, which is my excuse for sounding like a total idiot. I haven’t actually listened to it yet, but I vaguely recall rambling incoherently about nothing in particular for twenty minutes. I think I might have even mentioned the game once. Oh lordy I hope it’s not too embarrassing.

In other podcast news, the brand new Jay Is Games/Flash Game License podcast, Way Too Casual just kicked off, and in their first episode they talk about Small Worlds, and how to pronounce my surname. Hooray! I am officially the most famous man on the planet, apart from several million others.

In other news, Small Worlds has been up on Armor Games for a week or so now, and has just pipped the 250,000 plays mark! I know, it’s nothing compared to the 10 million + views that some of the games on that site get, but it’s still an unimaginably high number for me. Thanks everyone! Reading the comments thread is nerve-wracking though; it’s much like YouTube in respect to the crushing lack of restraint shown by commenters. If they don’t like your game, they sure don’t beat around the bush.

Oh hey wow

I won!

Casual Gameplay Design Competition #6 results

I’m absolutely overwhelmed by how my little game has done – I didn’t expect it to do well at all, and I certainly never thought it could win the competition.  I’ve been avidly and obsessively reading every forum and comment thread in which it’s been mentioned over the last couple of weeks; if you’ve said something nice about it then I’ve probably read it and it made me happy, so thanks a lot!

Thanks so much to everyone who voted for Small Worlds, and especially the staff at jayisgames.com, who organised the competition.  It’s a great site, and it’s brought some real indie gems to my attention over the last year or so.

Anyway, I should be thinking about making another game probably.  I had a vague idea about making a user-created-content version of Small Worlds, where people could upload new worlds for each other to explore, but the technical side would need some thought.  I have an idea for something else, but it’s more pixel art – maybe I should try a completely different aesthetic next.

The Music of Small Worlds

I’ve had a few people ask me for the music used in Small Worlds, which all comes from Kevin MacLeod’s excellent resource site, incompetech.com. Kevin is a fantastic musician who posts his work online under a very liberal creative commons license, so if you’d like .mp3s of the tracks, they can all be downloaded from there. (Follow the ‘royalty free music’ link at the top of the page.)

The five tracks used in Small Worlds are:

Aftermath
Frost Waltz
Sad Trio
Serene
To The Ends

Enjoy!

Small Worlds entered into CGDC #6!

Small Worlds

My pretentious little art-game Small Worlds is finished, and has been entered into the Jay Is Games Casual Gameplay Design Competition #6! Voting is open right now – you can play and rate all the games here.

There are some really nice games in the competition aside from Small Worlds – here are my picks:

How My Grandfather Won The WarHow My Grandfather Won The War (By OneMrBean)
An absolutely beautiful side-scrolling shmup. Don’t be fooled by the relaxing aesthetic, though, it’s pretty punishing in places.
Hell TourHell Tour (by NOB Studio)
A very slickly produced strategy/rpg sort of thing.  Finishing the game isn’t difficult, but there’s a surprising amount of depth involved in trying to max out all your stats before you get there.
Full MoonFull Moon (By Bart Bonte)
A hugely likeable point-and-click puzzler with a satisfying degree of variety to all its single-screen challenges.
Fantasy of the SordThe Fantasy of the Sord (By Klint Honeychurch)
A defiantly retro metroidvania with some lovely chiptune music and an absolutely impossible final boss.

So there you go – if you have a moment, please give some of the games a play, and vote for any you think deserve to win.



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