So, my schedule has been pretty hecktic, so I haven’t updated this place in a while. But I have been working on a few new projects, as well as taking part in the Philly Game Jam. I’ve posted up the page for it – Super Ultimate Ghost Fighter Turbo!(Say what you want, that’s the best title ever).
Also, the Global Game Jam wrapped up yesterday. I wasn’t able to participate, due to me taking a much needed vacation in Vermont. The QuadraTron team, however, got together with a few other people and formed Team Threshold and made an awesome game – Threshold.
So, there. That;s 2 games for ya. That should hold you over until the next time I post (which will (hopefully (Nested!)) be soon!).
Wow! Man, have I been neglectful! So much crazy stuff has been happening lately! I left my job, got a new job, left that job, and went back to my old job, and I’ve been running all around this crazy state. But now, I’m back, and I’m going to try to provide more updates and more answers to your comments! First, news:
I added the game made during the last Global Game Jam: Silence On The Line. Make your way through a haunted submarine and try to escape while avoiding massive heart failure.
I’m working on an actual legit game that will be my ticket to the Indy Game scene. Lots of development is getting punched in, and more is to be done. I plan on launching a Kickstarter for this one, so, yeah, things are getting pretty serious.
So, there you go! I’ll be around, posting the usual snippets and whatever else I got going on! Take care, guys! Good to be back!
I love game glitches. I’m currently making a game centered around glitches. This post on Kotaku by Patricia Hernandez really captures the wonder and excitement behind finding these priceless flaws in human error.
Finding a glitch is like finding gold. Finding MISSINGNO., going to World -1, or even tilting a cartridge – it makes you feel like an adventurer that has traveled beyond the game. If you love glitches, you’ll want to read this, and sink deep into nostalgia.
I’m working to get a good portion of my AI up here (in tutorial form) for my Unity 3D Flight Combat game. Since AI is a bit more complicated than a simple flight script, I’ll put it up piece-by-piece in the form of modular devices you can use for other aspects of the game. Today, I’m going to show you how to give your game a bit more insight (These jokes are killing me).