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Posts Tagged ‘pixel art’

Ludum Dare Post Mortem

December 21, 2010 Leave a comment

I finally have my first complete game available on the internet. I’m happy. =] I’ve always been better at getting things done when the end product got a grade, or in this case, a rating. The first 5-6 hours into the compo was pretty easy, but the following day was a bit of a struggle with the lack of sleep. All the coffee helped keep me awake but didn’t do so well for an empty stomach. Empty stomach you ask? Yeah, I kept forgetting to eat. I’d go say “I’m hungry, but I need to finish this script before I get some food” and of course that led to “Wait, one more” then I’d eventually forget I was hungry. Horrible, I know, but I was so focused and motivated on my game. It was such a great feeling and the fact that it actually turned out fun was an even better reward. Like I said in my previous post, this isn’t the end of Voyage of Discovery. I am really proud with how it turned out and I want to push it to its full potential. Now that I’m not under a deadline, I will be rolling out new versions with new features within a few days. I’m just taking a break now and getting things in order.

Not to mention cleaning up the rushed code, though I do feel like I did a much better job and modulating the code.

[lonely pixel news] Getting into the mood.

April 18, 2010 Leave a comment

Couldn’t help but get some creative juices flowing with some pixel art! In a style sort of reminiscent of an old classic, Another World. My feelings for the artistic style of the game was described by Alex Vostrov over on his blog. It is a fantastic game.

The right image was created using a reference on Flickr, props to the original photographer for the awesome photo. The second was from the skyline at the park my girlfriend and I were at today. =]

Sleep is Death

April 9, 2010 2 comments

Ah Jason Rohrer has come out with another master piece. Sleep is Death is an adventure/interactive fiction game/role-playing game, but instead of a computer directing the course of the story, another player is. SID is a two player game, there is no single player mode (unless you count playing alone but that’s just to edit/set up scenes and what not.) The “Player” takes control of the main character and tells the “Controller” how to change the game world. The controller can follow what the player wants to happen or stray to more unconventional paths. SID is a very abstract, free flowing game. Both players have only 30 seconds to move the story forward making decisions often rushed and not well thought out. As I found out this morning, there still needs to be some sort of planning on the controller’s part before hand otherwise the story feels way to random. The controller interface takes some time getting used to and finding all of the buttons, but it’s really well done. “Flip books” are created for each game player so players can view there story later on and see just how funny or horrible it was. Artwork and other resources are also imported to your library for later use. A SID portal has already popped up, giving people a place to find other players and read through flip books.

Pre-Orders are already over, so you’ll have to wait a week AND pay the full price for the game. Too bad for you.