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 :)
Filthsu's Blog
Game development and stuff
Aug 17, 2011
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!
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!
Jun 19, 2011
Pixodus
In pixodus, player must guide poor little pixels from their doomed home planet to the safety of the new green homeworld. Too bad the new world is on the other side of the universe..
The universe between is filled with planets, black holes, gravity fields and hostile alien races, so each of the 40 levels is a challenge.
Pixels fly away from player's fingers, and try to form swarms with each other, so controlling them is tricky, but once you master it, you'll like it.
Pixodus was made in approx. 10 days from bottom to top. We were one game down from our WP7 christmas bundle, so I decided to make something quick to remedy the situation. 10 long(>10hours) days I came up with Pixodus. I also made all the graphics and level design, though i had no time to do actual level design, so the balansing sucks pretty hard between some levels. Graphics took almost a couple of hours to make, but I'm happy with the results.
Pixodus seems to be surprisingly succesful product considering the production time. I need to make more games like this...:D
The universe between is filled with planets, black holes, gravity fields and hostile alien races, so each of the 40 levels is a challenge.
Pixels fly away from player's fingers, and try to form swarms with each other, so controlling them is tricky, but once you master it, you'll like it.
Pixodus was made in approx. 10 days from bottom to top. We were one game down from our WP7 christmas bundle, so I decided to make something quick to remedy the situation. 10 long(>10hours) days I came up with Pixodus. I also made all the graphics and level design, though i had no time to do actual level design, so the balansing sucks pretty hard between some levels. Graphics took almost a couple of hours to make, but I'm happy with the results.
Pixodus seems to be surprisingly succesful product considering the production time. I need to make more games like this...:D
Oct 14, 2010
The hand of Bob - herbert among friends
Walk and destroy game for windows phone 7
One of the WP7 launch titles :)
My first commercial release, got it done in around 5 weeks of intensive gamemaking, though I had graphic artist and designer/producer with me.
The project itself was great success. Actually we were quite skeptic about the production time, and we were waiting for the obvious SHTF moment, that never happened.
I dare to say it is one of the (if not) first fully 3D game for WP7 \o/
Technologies used: MS XNA 4.0
Production time : 4-5 weeks
Btw, I wrote this on my Windows phone ;)
One of the WP7 launch titles :)
My first commercial release, got it done in around 5 weeks of intensive gamemaking, though I had graphic artist and designer/producer with me.
The project itself was great success. Actually we were quite skeptic about the production time, and we were waiting for the obvious SHTF moment, that never happened.
I dare to say it is one of the (if not) first fully 3D game for WP7 \o/
Technologies used: MS XNA 4.0
Production time : 4-5 weeks
Btw, I wrote this on my Windows phone ;)
May 26, 2010
Dibidogs
Dibidogs
Browser game featuring finnish/chinese TV show characters
Technologies used: MS Silverlight 3.0
Production time: Around 2 months
My very first silverlight project ever.
I worked as a part of production team, being one of 3 programmers. I created most of the game engine functionality used both in side-scroller and puzzle games. Also, the whole side-scroller part of the game was programmed by me.
You can test the game HERE!
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