God help us all.
I'm a UK-based game developer. You'll mostly find me working by myself or in a (very) small team.
My favourite elements of game design:
* Humour (the good stuff)
* Co-operative Play
* 'I'm totally screwed but it's hilarious' moments
* Local Multiplayer
* Strong narrative (as opposed to 'hurr durrr I've got to save the world!')
Check out my Twitter feed (@GameDevIdeas, linked above) for more inane ramblings!
God help us all.
It’s been quite a while since I made a game for Ludum Dare! I’ll be entering the Jam with @GameDevDave, flexing my (out of shape) AGS muscles again.
It’ll be a real challenge, since I’m attending the AdventureX conference on Saturday, and I’ll be working on Monday, so I actually have very little time. With that in mind, I’ve made sure I have a working game template in AGS before we get started. It’s not much, but it brings things up to speed with our previous entries in terms of basic point & click mechanics.
Not a clue what it’ll be about, of course. We’ll just have to wait and see.
Aiming for a reasonable 320×200 resolution, and VGA palette. Nothing fancy – we just want to get something finished.
First day over, getting ready to hit the hay. I managed to draw up 12 backgrounds over the course of today, which I’m pretty pleased with. They’re each 320×240 (which I love as a resolution) and strictly CGA! It’s all very Space Quest…
Don’t forget to click to see them en-biggened!
Looking forward to getting stuck into some code by tomorrow afternoon – we’ll see how it goes. So far, so good.
Get ready… we’re gonna make you an offer you can’t refuse…
Here’s a sneaky preview of the first two slides of background art for the new adventure game!
Yes, we’ve gone for a CGA colour palette. It’s been fun so far!
I’m also streaming via http://www.twitch.tv/murray_l so pop over and take a look if you’re interested!
So I missed out on LD25 due to production of a commercial adventure game (check out Hungry Planet Games to find out more about Astroloco!), but this time I’m back, and Dave is with me.
We’re going to be kickin’ it old-school with a new point & click adventure for you all to enjoy! There are some great ideas flowing out of our brain-holes, and I hope you look forward to playing the finished result.
Good luck to everyone!
Sorry guys No new point & click from me this time around – even though I’ve got a whole boat-load full of ideas. I’m going to be too busy flogging MY NEW, COMMERCIAL ADVENTURE GAME AT ADVENTURE X 2012 IN LONDON HOW COOL IS THAT GUYS SERIOUSLY
Yeah, I’ve been working really hard for the last few months on a new adventure game based on the solid foundations laid by subAtomic and Plan M – this one is bigger, longer and funnier by far. And it actually (properly) has full voice acting. It’s called Astroloco: Worst Contact, and I’ll be at the University of East Anglia in London (near Liverpool Street station) all weekend promoting the game and (hopefully) making friends with other adventure developers!
The event is completely free, no tickets required, so please do pop in if you’re in the area and not too busy with Ludum Dare! More info here – http://www.screen7.co.uk/adventurex/.
This is all thanks to you people – everyone and anyone who has participated or is participating in Ludum Dare. You voted me as the funniest person in the Jam twice in a row, and this wouldn’t be happening if it wasn’t for you. I think that’s a good thing, but you can make up your own mind once you see the finished product.
If you want to find out more about Astroloco, and especially if you have a Steam account, click your way over to http://steamcommunity.com/sharedfiles/filedetails/?id=113074281 and help us get the game onto Steam!
Don’t worry, though. I’m not gone forever, and I haven’t sold out. I love you guys. Provided the next Ludum Dare doesn’t clash horribly with my new, jet-setting, rock ‘n’ roll lifestyle, I’ll be in for that one. And properly in. Not just a little bit. I don’t want to end up just making formulaic (but hilarious) adventure games for every LD – I’ve got some ideas to revolutionise the genre that will blow. your. minds.
Watch this space.
The eagle-eyed amongst you might have noticed that the Enhanced Edition of Plan M went up earlier today.
It adds a laundry-list of brilliant stuff, and you probably owe it to yourself to play it. Not that I’m biased or anything.
There may even be more features which I have forgotten about. That’s right – I can’t even keep track of how awesome it is compared to the original release.
No voice pack as yet, I’m afraid. If the demand is there, I’m sure a few days can be set aside for the recording of one.
Plan M is now out and, as far as I know, completable. So that’s good.
Give it a play here!
What went Right
What didn’t go so right
As always, if you have any questions, comments, or (heaven forbid) bug reports, you can reach me in the comments below, or on Twitter (@GameDevIdeas).
Now, if you’ll excuse me, I have 1404 other games to play.
This may be a new record. I feel like I might actually make it.
Provided I finish in the next 5 hours, which seems just about possible, I will have coded an ENTIRE ADVENTURE GAME in one day. ONE. DAY.
As a celebration, have some screenshots. I hope you’re looking forward to playing it as much as I’m looking forward to not having to work on it.
My skills with Paint.NET have increased dramatically since we worked on subAtomic. If you don’t use it for this sort of low-res art, I’d have to question your sanity.
My particular favourite features are: bezier curve lines, colour replacement brush, pattern fill and gradient fill (with alpha). All in all, it’s invaluable for this sort of work.
Feel free to commence drooling.
Apologies for the radio-silence thus far.
Dave and I, the ‘dream team’ (in that it makes no sense and you feel sort of weirded out when it’s all over), are working on a new adventure game. It’s a little more ambitious than subAtomic in its scope, hence the complete lack of time to update social media with progress reports.
I’ve been working steadily on the background art, and I’m approaching the point where I can start putting the game together. If that last sentence made you gasp and shake your head, don’t worry – I’ve been doing the same thing.
Fortunately, I’ll be
stealing making good use of the modified UI code from subAtomic which I’ve been working with extensively for the last few weeks (as part of an upcoming commercial release called Astroloco).
More updates (and perhaps even some gameplay!) as it happens.