Wednesday, December 16, 2020

MUZTEK Base Game: v1.2 (Unity Foundation Project)

 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.

It will save the exact game state of all entities in the level, like a traditional Quick Save & Quick Load system in a shooter game.

This will probably be the last update on the MUZTEK Base Game for a while, as it does all the core things I wanted this project to do, for now. You can download the MUZTEK Base Game v1.2 project for Unity here.

Here's a video talking about the updated version.

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)


And here are the slides that go with the talk.



Will Wright's Dynamics for Designers (GDC 2003)



Will Wright's Classic Postmortem for Raid on Bungling Bay (GDC 2011)

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.

Here's a video talking about the updated version.

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

Announcement!

Work has begun on my new game... 

SECRET KEEP

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.


Awaken...

Another morning in the castle.

The people stir and the sounds of a keep begin to clatter and rumble.

You wake, and go about your chores.

The wedding banquet approaches, three days hence!

And you must play your part...

Play out your public role as a servant among the castle folk.

But also... your secret part, as a spy, an agent, within the walls, watching, eavesdropping, manipulating events to alter the outcome, and ultimately changing the course of the story.

How will your story unfold?


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

FEATURE CREEPS - The Game Dev Band

Here's my little DISK PUNK / GANTTCORE demo EP.

The tracks are...
  • Waterfall Theory
  • Break Point
  • Flow State

Saturday, March 7, 2020

7DRL 2020: Broken Signal - Challenge complete!

I've finished the 7DRL Challenge for 2020!
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)

Dev Vids 5-9 cover my development on Day 2 (Sunday)
  • 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)

On day 1, I get straight into Procedural Level Generation!
  • 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'm doing the 7DRL (7 Day Roguelike Challenge) for the first time!

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.  :)

Dev Vid 2: We examine my existing Broken Signal project
  • Existing FPS project with slow motion, jetpacking, some AI enemies, key and locks.