Monday, June 19, 2017

Steam VR - HTC Vive - Prototype Development - Thiefy Adventurer #012

Some progress on my VR project featuring an adventurous thief, visiting ancient lost places of the world, in search for loot, info, and of course adventure!




I want to build more atmosphere, and add some more physics based puzzles, as well as ignitable torches and candles.


Tuesday, May 30, 2017

Crafts: Leather Bag

A bit off topic, but I wanted to post a little craft project...  

I made a leather bag which fits my daily toys and tools, including my HP Spectre X2 laptop (which doesn't fit in my smaller leather bag), and an iPad Mini, A5 clipboard, wallet, keys, etc.  

I'm very happy with how it came out!





























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?

Enjoy!


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.