Man, the last few months have been crazy! Had to move a couple of times, and have needed to replace two cars! X[ Needless to say, I haven't made as much progress as I would have liked on my various programming projects... But here's what I've done anyhow!
I started working on two game prototypes, the first of which was a timing puzzle. A lot of puzzle games use spatial reasoning (e.g. Tetris), but there aren't that many that use temporal reasoning so I wanted to play around with that idea a bit. Essentially, given ...(Read more)
Cliff Hanger is an incredibly generic and copyright-infringing working title for the game I'm making to play around with procedural generation. The goal of this project is to incorporate strategic elements like equipment and resource management into a turn-based game without it becoming a dungeon crawl. To get away from the feel of roaming a dungeon, I thought it would be interesting to flip the typical turn-based strategy perspective by making it vertical. Rock climbing seemed like a theme dramatic and concrete enough to inspire some game mechanics I haven't worked with before while providing that verticality.
While ...(Read more)
I made a sort of trial mission for the Shadowrun campaign I'm working on. It involves raiding a chemistry lab, which is totally not related to my current job in a chemistry lab. Again, you need to own Shadowrun Returns to load the editor and import the project files, but you can spare $15, right? The test mission demonstrates how you might dig up dirt on someone while on a mission, how people may try to screw you over if you've been a total jerk, and tries to give some interesting choices. There's a matrix component...
... and ...(Read more)
If you happen to own Shadowrun Returns, you can download and play my mockup of the systems I'm working on. I'm in the story writing phase right now, so I probably won't have another playable update on this for a while. With the exception of building group-based reputation, all of the features listed here have been implemented.
I thought it would be fun to try making a rhythm game. Most rhythm games are about pure execution (DDR, Bit Trip games, etc.), but I'm intrigued by Crypt of the Necrodancer's approach to the genre. Rather than telling you what to press, the game lets you know visually and audibly when to press. The rest is up to you. Crypt is a rogue-like, so your options are mostly using a D-Pad. Staying on the beat is important, but since the game doesn't tell you what to press you have to make a bunch of quick decisions ...(Read more)