Aug 17, 2011

Downhill Karts

A little physics game about downhill karting. Keep the kart steady by tilting the phone and try to keep ragdoll driver inside the kart for as long as possible. Sounds simple, eh?



Whole game idea was (once again) born accidentally. One morning I decided to code just something interesting while waiting for coffee maker to do it's job. My coffee maker is'n that fast, so I had enough time to write 2D terrain generator. First thoughts I had about my new level generator were actually something like little wings - monster truck hybrid..:)

A few days later i came up with an idea: Add some slope and randomness to level generator algorithm, add downhill kart and a ragdoll: omg, this must be done asap!:O

First preview build was done in about a week. It only had very basic gameplay implementation with crappyish placeholder graphics, but it worked quite seamlessly and everyone who tested it like it and wanted to play more.

In the end, the development time was not too long, but as I made everything all by myself, along with my schoolworks and stuff, it took almost 6 months to get it published. By the time I'm writing this, Downhill Karts has been in WP7 marketplace for a little less than a week, and it seems to be getting pretty nice reviews :)










Aug 14, 2011

Killspace

A small split-screen shooter I made for Assembly '11 game dev compo. Game placed 8th in compo, so it wasn't that successful, but it was super fun to make so compo placement isn't that important:)



Killspace is trying to be some kind of a tribute to the old pc games I used to play when I was a kid, as well as it's tribute/parody to popular science fiction characters. Main idea of Killspace is that everything, includeing level itself, is physics object floating in space. Players navigate the level with their ragdolls, using jetpacks, of course, and try to kill each other, while trying not to get killed themselves accidentally.

It also features a built-in level editor. As I'm writing this, level editor is still heavily work-in-progress, so don't expect to be too impressed..  It is still possible to make levels, user interface just isn't that nice.:)

I used Farseer physics library to make physics in Killspace. Very nice enginem I'll probably use it in future projects as well.

Killspace also introduces first iteration of my deferred lighting engine, which is capable of rendering large amounts of colored point lights. As you can see, it also supports bumpmapping. :) Quite simple and straightforward piece of code, to be honest, but already gives quite neat results.

Get your copy from Assembly archive!