Monday, December 30, 2013

Ludum Dare 28 Compilation Video

Here's a neat little compilation video of a few games from Ludum Dare 28. "Digital Toilet World" makes an appearance about 1 minute in. I really wish I captured higher quality footage of the game. It was my first time recording my own game; I'll definitely have to figure out how to get better footage when it becomes necessary for me to actually make trailers and the like.

Some great work is featured here. Over 2,000 entries were submitted for the competition, this barely represents the variety of work created for it. After judging officially ends, I'll share my favorites.

Sunday, December 29, 2013

Waker Fan Art!

 I can't get over this.

My friend, artist and game developer Jon Sandacz, made this awesome 3D model based off of my WIP game Waker, featuring the Waker, Sue the Poggle, Feirn, and Gammon. I've never gotten fan art for a game before - it feels nice. It's especially interesting to see what characters and events other people remember from the game and decide to include in a work like this, and what they decide to leave out.

As always, you can download the October demo of Waker from the "My Games" tab on the website. I'm hopefully going to upload a new demo sometime within the next month.

Thursday, December 26, 2013

Recommendation: Attack on Titan Tribute Game

You see the text in the corner that says "Frumper just killed a titan with 520 damage?" That was me. I did that. Boom.

Hey, so you know that hit anime/manga Attack on Titan that all the kids are raving about these days? Have you ever though to yourself that a co-op multiplayer game based on the franchise, in which a small team of terrified soldiers armed with jetpacks, grappling hooks, and swords has to fight through an arena of giant, naked, nearly-invincible giants, would be balls-to-the-wall awesome?

There is such a game. It is free. It's called Attack on Titan Tribute Game, and it's balls-to-the-wall awesome.

And it's also really freakin' hard.
The only way to kill the giants is to close in using your 3D Maneuvering Device (meaning that you have to traverse levels Spiderman style), get behind them, and land a well-placed blow to the back of their neck. The game's mechanics are super bare-bones - you have to manually aim the grappling hooks yourself - making the game really, really hard, but also allowing for a number of incredibly complicated and impressive maneuvers.

As rough as the game is, it's one of the most fantastic multiplayer experiences I've had in a while. Check it out.


Monday, December 23, 2013

The Echidna Awards! (GOTYs 2013)

After much careless deliberation with myself, I have chosen the top 8 games of 2013. These are clearly indisputable. Check out my list at Beta Fish mag and be enlightened.

Thursday, December 19, 2013

Digital Toilet World is now on Game Jolt!

You can now check out my latest game, "Digital Toilet World," on Game Jolt right here!

I just realized recently that I forgot to change a typo in the game - the player character states that something's a "mute point" instead of a "moot point". Even though I am filled with much shame, I still claim that the game's otherwise rad.

Wednesday, December 18, 2013

Digital Toilet World Released

Welcome to Digital Toilet World.

One of humankind's server worlds is under attack, and its up to you, the cleaner, to purify it. You are accompanied on your holy mission by a brave little monster, the only one capable of fighting the viruses.

Unfortunately, this monster needs to go to the bathroom, often. And there's only one goddamn toilet on the whole server.

That's such shit.

"Digital Toilet World" was made for the 28th Ludum Dare, the 48 hour game making competition. The theme for this particular competition was "you only get one". I have always wanted to make a monster-raising game, and thankfully the theme was open-ended enough to allow me to do this.Obviously, I didn't have time to make a full fledged monster sim, so I restricted myself to the clearly most entertaining mechanic of the genre - pooping. I then added some combat and exploration on top to give the pooping context.

I've always wanted to make a "punk" game in the style of thecatamites or Porpentine for a change, and LD was the perfect opportunity for that. The game's crude as hell, but it's the most fun (complete) game I've made to date.

You can check out the game's compo page on LD here. If you could rate it up, I'd love you. Judging for the competition ends around January 6th, I think.

You can also directly download it from my dropbox here.

Right now I only have a Windows build. If you want a Mac build, I'm going to need actual physical access to Mac (if you're one of my Baltimore friends with a Mac and you want to play this, let's get together and make it happen.)

Sunday, December 15, 2013

Digital Toilet World Released


I just submitted a game for Ludum Dare 28. It's called Digital Toilet World. You can check it out here.

I'll write a more substantial blog post when I have more time and am not being pressured by my friends to leave the McDonalds from which we are obtaining internet access. I have to leave now.

For what it is, I'm quite proud of it. It's a fun little thing. Enjoy!

Tuesday, December 10, 2013

Look, I can do animations that aren't pixelated four frame walk loops!

So, I'm currently in an animation class. Below is my final project for it.

It's not strictly games related, but I figured that you, dear reader, would nevertheless be amused by it. For amateur work, I'm pretty satisfied with it.

Enjoy! If I can make a game version of this for Ludum Dare this weekend, I'll totally do it.

Monday, December 2, 2013

The blog post that will save my sorry butt.

I am writing this just because I don't want to post below (as brilliant as it is) to be the first thing people see when coming to this site. I am totally cool if it is the second thing, but I feel as though I should build a bond of trust with my reader before I call them a sad sassy dipshit.

Really, this is a nice site. I am a nice person. You are probably a nice person. Most people who visit this site are nice people. Really. This is a nice virtual space. It's really nice. You're a sad sassy disphit tho

If you're my game professor, and you're reading the post below (it's possible, I guess), I just want to say that I don't really think your class is bullshit; my statement was purely rhetorical. I've gained a lot this semester, and I'm looking forward to continuing onto the next class in the sequence with you. It seems like it'll be a lot of fun. My grumpy rage wasn't your fault, it was the result of other circumstances. I apologize.

And if you're my partner for this project, and you're reading the post below, I forgive you. Thanks for actively working with me today for our final presentation - you seemed to be on board with it. School's hard, and I know you didn't mean any harm when you didn't respond to my email asking for your participation - I'm sure you had your reasons. I wouldn't have minded an apology - that would have been a super thing to do - but I'm not going to hold a grudge against you.

In other news, I've been playing Porpentine's latest freeware game, Armada, and it's wonderful. It's crudely pieced together and drawn in Game Maker, but the world design is top-notch, and the soundtrack's well worth head-banging to. Goes to prove that you don't have to be a great artist or programmer to make great games. What are the rest of you waiting for - all of you can make games! Seriously, if you want to be pointed in the direction of some entry-level software, let me know.

(Oh and omigosh, I asked Porpentine for some help on completing Armada, and she responded to me, and I'm like omigosh one of my game dev heroes responded to my query in the cyberworld - day made. But reader you're a flaming spiraled ape shit farter but I still love you.)

I've finally finished implementing turrets in Waker, now they actually shoot at you. For the rest of the week, I'll be rewriting dialogue up through the second conversation with Darro, if that means anything to those of you who have played the demo. Importantly, I'll finally start rewriting the dialogue so that each character's attitude toward the Waker is actually derived from his attitude toward them. Most RPGs do this in really limited ways, I want Waker to stand apart from other games in this department - I'm curious what impact it'll have on the story's draw. I think I'll re-release a new demo by the end of December. In the meantime you can go snort ghosts pansy-farter.

At the moment, I'm so thrilled to still be working on this game - it's already undergone tremendous improvement since the last demo was released, and I think I was working from a fairly strong starting point. If you ever offered me encouragement to keep with the project, thanks so much. You keep this game alive.