This one is heavily inspired by the old Worms games (are they still making them?). This is a 2 player turn-based game where players aim their bombs, teleporters or lazers. One of the teams is made of red pigs, hence the name. I recorded the development (at 4 frames per second) so I might share […]
Tag Archives: gamedev
I entered a 5-day game jam last weekend, called the curdle jam, with the theme “clumping together”. The Jam had 60+ participants with 12 entries by the end of it. You can see all of the submissions here. Out of the 12 I played: AcuVac by Loui K The Clumping Wizard – by ZephB Compactor […]
I’ve been working on this project for a while (about 18 hours total) and I’ve been capturing every minute of my work. Here’s all that work compressed to 74 seconds. I’m using Atom.io as my little IDE, Paint.NET as the image editor, I’m developing in Typescript, and I’m building with Webpack. The codebase compiles to 56kb so far, with no external libraries. […]
A billion years ago, I made a little game for the game jam Ludum Dare (Ludum Dare #23). A lot of my games are procedural, and just an exploration of a game mechanic but this was one of the few that had a story that had to be hand written. This was something I enjoyed, and […]
Apart from the shading update, the rainbow crystals and the washing machines, I thought I’d write out the update loop. You’ll notice that there’s a few steps where addition and removal of objects are queued. This is to get around concurrent modification exceptions, but it also allows me to clean up nicely, all in one […]
Colour grading (also known as colour correction) (also known as color) is a pretty powerful effect used in games, as well as film. It basically involves mapping the full range of colours to other colours, for example darker shades could become blue tinted or dark yellow could become orange. A lookup table (LUT) is basically […]
I’ve been spending more time on Yendor, which you can play here: play.madcoretom.com/yendor Lighting The light levels are calculated using Dijkstra’s algorithm, based on the distance from the player. NPC pathfinding can also use this data to find the direction to walk towards the player Room Generation There are a number of room types, which are constrained by […]
I created a little rogue-like game that generates rooms as you open each door. Sometimes it ends up with a lot of 1-tile rooms, but generally it’s okay Play it here The proof of concept works, so the next steps are: Add loot to pick up in rooms Add NPCs, using variations of Langton’s ant Replace boxes […]
Here’s an update to the un-named zombie car game. Features: Shadows – a funky shader that give the shadows blurry edges Zombies – They follow you Trees – they fall over when you hit them HUD – displaying fuel and health in a circle Scripting – the level is generated using a script, separate to the game […]
Treon is my first game, available on the Android Store You play as a triangle, in a neon puzzle-world. You can only cross over boundaries that are the same colour as you are, so don’t get stuck! This is a game I originally developed as a Java Applet. The experiment was to see if I could make […]