Sunday, April 2, 2017

Working on a very b-grade trailer for B-Grade Renegade

I've been working on a trailer for B-Grade Renegade...

Having tons of fun making dodgy effects and over the top scenarios!

Here we see a guest-test-hero, Samulon of Earthulon, zooming across the wastelands in a stolen green auto.

A dread eyeball spots Foxy's hot-rod and gives chase, but Foxy is too fast for this freak of nature!

Sunday, March 26, 2017

B-Grade Renegade: All CAR art is complete!

I finally finished off all the car art!

B-Grade Renegade: Race to the Rocket - Dev Diary (2017-03-25th)

Here's a video where I talk through the nitty gritty of how my soon-to-be-finished roguelike game "B-Grade Renegade: Race to the Rocket" plays out!

I talk through the thinking behind my game design, and show the game in action.

B-Grade Renegade is a game I've been working on for many years now, on and off.  

You play as Foxy Scavenger, making her way across the country to reach the last rocket before it blasts off, leaving behind the destroyed Earth.

It's main platform is iPad, and it works great on an iPad Mini, or a full size iPad.  It also plays well on an iPhone 6 or 7 +.  

I'm also going to put it out for Mac game on Steam and the App Store.

I'd love to hear any feedback, comments and suggestions!

Q: Are people into this sort of game?  

Q: Would you play it on iPad, iPhone, Mac or PC?

Q: What would make it better?  

Q: What don't you like about it?


Sunday, March 5, 2017

A Train Journey - Dev Log - Part 1

I've been thinking about making short story games lately.

One thing I'd like to do is to set a story on a train, perhaps just in a single train carriage.

So I built a simple scene yesterday to explore this setting.  

Pretty rough'n'ready, but I'm happy with the general vibe.

I was very taken with The Last Express when I played it many years ago, and I like the idea of a story that takes place across country, across borders, with people brought together for different reasons, stuck in one "place" together, with a moving story on wheels.

An old fashioned setting, a lonely yet exciting setting.  We'll see where it goes!

I was a bit inspired by seeing dad's model railway set he's building currently, and also seeing the Puffing Billy steam train zooming through Selby on Sunday.  :)

Monday, February 13, 2017

Unreal Tournament - A quick CTF map - "MuzCTF"

I made this map in 2014 when I first started teaching Game Design and Production at AIE. 

We did a quick intro to Game Design, then jumped into making some UDK maps, to start working with layouts and gameplay! 

I'd never used it before, so this was fun, and we had a hoot playing against each other on the maps we were making.

We only had about 2 weeks to learn UDK and make a map, so it was mainly about blocking out something that was fun. Here's my effort!

This video is mainly filled with bots, and a few students, so it's not as exciting as some of the real games we played in class with more people, but alas this was the only video I captured of it... so I thought I'd upload it for old times sake! :)
My goal with this level was to have multiple ways between the bases, allowing players to use different vehicles and tactics to score the flag.

I wanted the bases to be fairly symmetrical, but not 100%.

And for the layout to constantly keep the teams guessing - to have enemies leaping over the chasm with the vehicle, or running across the air bridge, or springing up on the bounce pads.

Thursday, January 26, 2017

"Secrets of the Waves" - v2.0 is out now!

A week after Global Game Jam 2017 began, I've finished off version 2.0 of "Secrets of the Waves" and I'm super happy with it!

Grab a copy here for Windows or Mac and give it a play!

Here is a little teaser video, showing a few snippets of the game in action...

In version 2.0...
  • I've added a big storm, which was always meant to be in the original release.
  • The camera is tweaked in several ways.
  • The compass now has a marker to make it clearer which direction you are traveling.

I'm planning to come back another time and work on...
  • A new boat model that's deeper, and can therefor sit in the water better.
  • A cloth sail, and perhaps even proper simulated sailing mechanics, with the player having to catch wind in the sail to move.
  • Detailing the environment with more decorations, trees, grass, ruins, etc.
  • Add more other islands and objects of interest in the ocean.

Below you can see a video of the full journey in action, but the game is about exploration and navigation, so play it yourself before watching the video if you want to discover things for yourself!  (Recommended).  :D

- Your pal, Murray of MUZBOZ Manor

Sunday, January 22, 2017

"Secrets of the Waves" - Global Game Jam 2017

I'm really happy with my Global Game Jam effort for 2017!  

Here's a teaser video that show the first 7 minutes or so.  The full journey goes for about 20 minutes.  

I made the game entirely on my own, and I got a nice little sailing exploring game finished!

It's was a bit inspired by the music of Secret Exploration Society, a band/album I made with my friend Jim Batt... four of those tracks make up the soundtrack for this game. The album itself was very much about exploring and sailing, and I made this thinking of it as a sort of music-video for the album.  :D

The game features numerous things...

  • An ever changing sky / fog color, as the weather and time of day turns.
  • Quite a nice feeling sailing mechanic.
  • Nice camera controls that are mostly smooth and cinematic.
  • A compass that shows the direction you are facing at the top of the compass.
  • Some OK little islands and environments.

Things that didn't make it in, but that I want to get in are...

  • I aimed to get an actual storm into the game, but I didn't get time. 
  • I wanted a better cloth-sim sail, and a little person in the boat with a cloth-sim cloak.  That would look cool in accompaniment of a decent wind system in the game!
  • Better sailing physics.
  • An ocean that also grows and swells, waves become huge in the storm, then calm down again.
  • More detailed and pretty little environments.  Trees, grass, stones, more finesse.
  • Improvements to the way the sky color and fog colors work, to prevent distant lands popping in and out on the horizon clipping plane.
  • Finish off the narrative better.  Currently there's no clear ending.
  • Add sea foam around objects emerging from the ocean.
  • Add more other islands and objects of interest in the ocean.
  • And maybe being able to get out of the boat and walk around!?  :)

- Murray