This is the "MUZTEK Base Game" v1.2!
I have added a basic SAVE & LOAD system, which saves and loads the gamestate to a file.Wednesday, December 16, 2020
MUZTEK Base Game: v1.2 (Unity Foundation Project)
Tuesday, November 24, 2020
Will Wright's great GDC talks
Here are a few of Will Wright's fantastic GDC talks.
I find his thinking really inspiring.
Will Wright's Design Plunder (GDC 2001)
Sunday, November 1, 2020
MUZTEK Base Game: v1.1 (Unity Foundation Project)
This is the "MUZTEK Base Game" v1.1!
I have added Audio Option Sliders, which are saved & loaded to PlayerPrefs. You can download the MUZTEK Base Game v1.1 project for Unity here.Friday, October 30, 2020
MUZTEK Base Game: v1.0 (Unity Foundation Project)
I've started building a Unity Foundation Project called MUZTEK Base Game.
This will form the foundation of my own next game, "Secret Keep", but I also wanted to build something simple, generic and light that could form a solid basis for anyone to use as a Unity project!
You can download the MUZTEK Base Game v1.0 here.
I made a video to explain what's in it, and how the parts work.
This is just an early release (which I wanted to share with a friend of mine!), but still has a few more things to add, such as Options Volume Sliders, and ideally a simple Save & Load System.
But I figure it's ready now, the way it is, so feel free to give it a spin. :)
Note: This version was built in Unity 2018.4.9 LTS.
Tuesday, September 29, 2020
Al Lowe - Interview about King's Quest 3, Black Cauldron, and the early Sierra years
I got the chance to have a wonderful chat with Al Lowe about the early days of his game development career, and the early years at Sierra.
I was excited to chat with him about some of my favorite games: King's Quest 3 and The Black Cauldron.
Al Lowe's links
allowe.com on the web (including CyberJoke 3000™!)
@allowe on Twitter
Books about Sierra History
The Sierra Adventure by Shawn Mills
Not All Fairy Tales Have Happy Endings by Ken Williams
Monday, August 17, 2020
SECRET KEEP - Dev Diary 2 - Level Design - Landscape Blockout Timelapse
I have blocked out a terrain & built the castle walls surrounded by a moat.
This will be my prototype / test space for building the game.
Although, as game dev often goes, it may just turn into the final game!
Who knows?!
Sunday, August 9, 2020
SECRET KEEP - Dev Video 1 - Project Goals & Inspiration
Secret Keep begins!
Here I will take you through the journey of making the game.
Over the journey of this Dev Diary series, we'll be looking at making up the game design, the art & music, programming the AI, creating the characters, etc.
Let's get started! :D
Monday, June 15, 2020
SECRET KEEP - An immersive story of intrigue and choices
Work has begun on my new game...
Secret Keep is an immersive interactive experience inspired by the immersive, simulation-rich world of Thief: The Dark Project, combined with the living story line of games like King's Quest 3: To Heir is Human.
Stay tuned for more news as it comes to hand!
To follow along with the development and get the latest news, I have set up a website for the game Secret Keep here...
https://www.secretkeep.net/
Wednesday, June 10, 2020
The Feature Creeps - A Game Dev Band
- Waterfall Theory
- Break Point
- Flow State
Saturday, March 7, 2020
7DRL 2020: Broken Signal - Challenge complete!
BROKEN SIGNAL is now available to download and play.
Get Broken Signal on itch.io now!
Broken Signal - 7DRL Release Trailer
- Jetpack & Overclock your way to the top of the radio tower and Break the Signal!
- Unlock 3 difficulty levels, with increasingly tough towers to overcome.
- Super explosive, super fast paced, super hard.
- See if you can beat all 3 modes!
Sunday, March 1, 2020
7DRL 2020 - Broken Signal - Dev Vids 5 - 9 (Day 2)
- 5: Making towers of variable width, depth and height.
- 5: Spawning the Radio Tower (goal) at the top of the tower.
- 6: Explosion Bonanza! (A particularly explosive snippet of gameplay).
- 7: Destructible Crates, Interior Walls, Rotated Rooms.
- 8: Building the tower shape based on desired total rooms.
- 9: End of Day 2 - Guaranteed path to the top, playtesting mayhem.
Saturday, February 29, 2020
7DRL 2020 - Broken Signal - Dev Vids 3 & 4 (Day 1)
- 3: Level generation basics -> Building a fixed dimensions tower out of room prefabs.
- 3: Floors, Walls, Lights, Barrels, Enemies, Pickups.
- 3: Playtesting!
- 4: Quick playtest of the end-of-day build!
7DRL 2020 - Broken Signal - Dev Vids 1 & 2 (Day 1 Preamble)
I've decided to use an existing FPS project called BROKEN SIGNAL, and make it into a Roguelike(ish) game!
I've been making some Dev Log videos as I go, to track the progress, features, playtesting and thoughts along the way.
Dev Vid 1: My plans & intentions for the jam!
- Making procedurally generated towers to jetpack up.
- Player must reach the radio tower at the top to win.
- Action packed gameplay - more of a Spelunky-like than a traditional Roguelike.
- Think Quake-meets-Spelunky, but going up instead of down. :)
- Existing FPS project with slow motion, jetpacking, some AI enemies, key and locks.