Procedurally Generated Shooter
Thursday, May 20, 2021
While on a tiny, tiny break from publishing Maze Of Bears (coming soon), have spent a couple weeks making a procedurally generated shooter. Each level builds randomly, but has a coherent design somewhat like a real city block. The enemies a…
Read MoreStaying motivated
Saturday, January 2, 2021
How to stay motivated on loooong projects when nobody is paying you, nobody is nagging at you to hit deadlines, nobody cares if you give up?
It helps to have a wide surface area of problems to tackle at any one time. If you are cross-eyed …
Read MoreMaze Of Bears - In Unity!
Sunday, November 1, 2020
Good news maze-of-bears-fans. I'm rewriting it in Unity. This time it will have proper 3D graphics and everything. Currently 87% of the levels are playable.
The original took about a year of my free time to write in Flash 8 years ago. This…
Read MoreSword of Something Dev Blog
Saturday, July 8, 2017
On hiatus from 'Four Floors of Doors' I've been learning the Angular 4 Javascript framework, and rather than make a 'To-Do' list, like all the tutorials advise, I've decided to remake Witcher 3, the multi-award winning, 80 Million dollar, s…
Read MoreSword of Something Dev Blog 2
Saturday, July 8, 2017
After watching Javascript Developer MPJ talk about using composition over inheritence, I realised that would work better for Sword of Something.
I currently have around 400 items (weapons, loot, monsters, quest-givers, places) and I don't …
Read MorePuzzle Space
Friday, December 30, 2016
"Where do you come up with all your crazy ideas?"
If people did ask me lots of questions about my games, I'm sure this would be one of them. Rather than reply glibly about inspiration, or process, I'd want to focus on the first word in tha…
Read MoreFFOD - Level 3 - Homeomorphically Directed Acyclic Graphs!
Monday, November 28, 2016
Just got cracking on the level three puzzle which is inspired by that bit in Good Will Hunting where the janitor solves the super-hard maths puzzle on the blackboard.
Although as this "Numberphile" video here shows, the problem isn't act…
Read MoreGameCity 11
Tuesday, October 25, 2016
Showing "Four Floors of Doors" at GameCity 11 in Nottingham all this week. Come along...
Read MoreFFOD Levels 1 & 2 Video
Monday, March 28, 2016
Now level 1 and 2 are puzzle-complete and mostly bug-free, have recorded a play-through. [Contains puzzle solution spoilers]
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Lift shafts
Tuesday, March 22, 2016
Added a lift shaft puzzle. Even though you navigate between levels using a different lift, and the name of the game implies there are only 4 floors in it anyway.
1.5 Floors Complete
Saturday, February 20, 2016
Finished end of level boss for level 1, she's called Xorg! Half way through building level 2.
Here's what the architecture looks like in the Unity Editor. Note the abundance of cubes, and the absence of any actual proper modelling:
…
The Puzzle of Making Puzzles...
Friday, February 19, 2016
Four Floors of Doors is going swimmingly. As such, here are some thoughts on how to puzzle good:
A room with a switch and a locked door is not a puzzle. If the only thing you can do in a room is the correct answer, this isn't a puzzle, …
Read More1st Person Puzzlers are so hot right now...
Sunday, February 7, 2016
Done another one here:
Read MorePost GameCity 10
Sunday, November 1, 2015
GameCity 10 was great as usual, met lots of game developers, went to a few talks, spent 4 days exhibiting everything at people. Got most enthusiasm for Grand Thrust Astro, so have committed to tarting up / polishing / fixing / releasing / m…
Read MoreGameCity 10
Friday, October 16, 2015
Will hopefully be showing my new work at GameCity 10.
I say 'new'.
Read MoreIADDS Update
Wednesday, June 10, 2015
Work is progressing on 'In a dark, dark space'. I say work... I say progressing... That's perhaps a little generous.
I'm in that difficult middle third of the project, where each new system I try to add, has to nestle comfortably with all …
Read MoreEleventh Seal Progress
Friday, May 2, 2014
Brutalist Architecture
Just watched a Johnathon Meades documentary on 'brutalist architecture' and thought: I could procedurally generate that!
So I started with an image in my mind of what it would feel like walking down a main street …
Read MorePost GameCity8
Sunday, November 3, 2013
Wow. That was fun. Just spent 4 days exhibiting Maze Of Bears at GameCity. I was only down for two days, but got a bit carried away. In fact, I missed pretty much every interesting talk and event at the festival because I was having too muc…
Read MoreMaze Of Bears Launch (again)
Thursday, October 17, 2013
Excited to announce Maze Of Bears is being launched (re-launched / more-launched) at the amazing GAME CITY Nottingham on 19th and 20th October. This may be your only chance to accomplish the following:
- Meet the developer! (me)
- Smile awk…
Maze Of Bears Website
Sunday, July 28, 2013
Update Website - Added:
- Video Playthrough of 4 Puzzle levels. (Don't ask how many it takes it took to not die).
- Video Playthrough of the Randomly Generated levels. (In which I die quite early).
- Glossary of all Powers, Animals and Items…
Burning Wolves
Sunday, July 21, 2013
Version 0.0013 is now online! Now featuring:
- Cloner Power! I finally thought of a 16th power: the power to clone... Was a bit too powerful at first so I had to put limits on - eg no cloning on top of voids or fixed walls, or bears obviou…
Maze Of Bears Editor
Sunday, March 24, 2013
Added Editor. Now it's super easy to build and save levels online.
[Recent Screenshot of Editor]
Read MoreAdded Bears
Sunday, February 10, 2013
Added Bears. Big improvement. Use the same AI for bears and cats, but obviously bears seek while cats flee. Originally it was just gold you had to collect, but it was more fun when the treasure ran away, so makes more sense if the collectab…
Read MoreMazaaaaaargh!
Thursday, November 1, 2012
Work began on new project, I have a spooky feeling it will be a big one. Haven't got a name for it yet. Working title: "Mazaaaaaargh!" (Because you are in a maze, and thinking: "Aaaaaaargh!")
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