Thursday, December 2, 2010
Over at RocketHands HQ I’ve just released RubyOgmo, a small library for loading levels created in the most awesome OGMO Editor. And just to prove it all works, I included a level preview, written in RubyGame. Full details here: http://rockethands.com/ruby-ogmo
Tuesday, November 30, 2010
Another week, another RocketHands prototype. More info, including video, here: http://rockethands.com/monster-stomp
Wednesday, November 24, 2010
I’ve fallen off the wagon when it comes to blogging, it seems. Just a quick update to point you in the direction of my Professor Lazybones post on the RocketHands blog. We’re prototyping a bunch of new game ideas, and I’d love to know what you think about this one. Thanks!
Monday, September 13, 2010
My three favourite games of all time are Exile, The Sentinel and Zarch. Zarch is the name of a game on the Acorn Archimedes; I played the Amiga port, which was called Virus. In fact, Zarch itself was a full-fledged version of an Archimedes demo called Lander. David Braben (yes, he who, along with Ian [...]
Friday, September 10, 2010
My three favourite games of all time are Exile, The Sentinel and Zarch. Exile is an “arcade adventure” (a now defunct term; these days you’d call it an “exploration platformer”) that features realistic physics and AI, and which has a large map that was mostly procedurally generated (but then touched-up by hand). How could I [...]
Wednesday, September 8, 2010
My three favourite games of all time are Exile, The Sentinel and Zarch. The Sentinel is an extremely weird game, but I loved it from the moment I bought the Commodore 64 version at KMart in 1987. I went on to love the Amiga version even more. It was conceived and written by Geoff Crammond, [...]
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I’m not in the business of reviewing games, or even caring whether anyone else likes the same games that I do. Having said that, I wanted to share my thoughts on LIMBO, the new XBLA title by PlayDead, which is precisely the kind of game I want to be making. I had my RROD’d XBOX [...]
Another Perth Game Jam has come and gone, and what a huge bag of fun it was too! The mighty Simon Wittber once again outdid himself, making a fantastic venue available for the 20-or-so participants, who banded together to hack up nine games from nothingness over a period of 45 hours or thereabouts. For me, [...]
I sent out an email to a bunch of friends and family on Monday morning announcing the fact that I’ve resigned my job to focus on personal projects for the remainer of 2010. The response was overwhelming; I received many emails and phone calls, all very supportive, and some offering help. I’ve achieved the following [...]
Right, so I’m back in the thick of it. I spent tonight working on the InputManager, which is fairly rudimentary at the moment, but the overall plan is for each game context to be able to process input from a controller that abstracts away the specific hardware being used (which, for an iPhone, is keyboard, [...]
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