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Posts Tagged ‘plans’

So Many Games, So Little Time

September 13, 2011 Leave a comment

Well I thought I’d do a little update here on what’s been going on with game development.

While I have had a great deal of work from school, I’ve been putting my free time into the development of the new primary project that I have dubbed GRIDNET for the time being. The best description I have right now: it’s a mash up of Geometry Wars and Magicka tossed into a vertical shmup. Some other notable features; 3,001 attack combinations, perks, experience/levels, random stages, and modular bosses. The game is still in fairly early production stages so I can’t post any decent screen shots at the moment.

I’m also working on a graphical dwarf-fortress like game, a project I’ve been meaning to start for awhile now. I used Caved In‘s level generation as a base to get me started. It’s not very far along, but I’m happy that I’ve finally got it started. I hope to release it in the future as a free game for everyone to enjoy. =]

Of course I have a few other games I want to do after the primary project which includes a new version of Voyage of Discovery and a new game based on Expelliarmus‘s core mechanics. Both of which I am very eager to begin, but will have to wait until I finish GRIDNET.

Categories: lonely pixel news Tags: , , ,

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.