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Retro YouTube Simulator: A Retrospective

Posted by
Sunday, September 11th, 2016 12:50 pm

LD36 was our second Ludm Dare Jam attempt in which we created Retro YouTube Simulator. In this post we look into the creation of Retro YouTube Simulator, and the response it has received so far.

Play Retro YouTube Simulator

Continued below the cut. (more…)

It Begins!

Posted by
Saturday, August 27th, 2016 5:13 pm

Me and Commie are teaming up for LD again. LD35 was awesome and we got some great feedback from all the guys who played our game, CombiBox.

Here’s our first WIP shot for LD36 – we all know the early 90s we so, so long ago.

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The making of CombiBox

Posted by
Wednesday, April 20th, 2016 6:48 pm


My first ludum dare entry, CombiBox, has had some great comments so far, but it didn’t look good or play well until fairly late into the jam. I don’t have a fancy timelapse, but I’d like to show my process for putting the game together within 72 hours!

The final product!

The final product!

The initial idea was a quickfire matching game, with randomized combinations of shapes. This worked well enough to prove that there was some fun in a 3d shape matching style game, but there were a number of issues with generating the shapes randomly: sometimes multiple matches would generate, rendering the puzzle trivial; sometimes the result would be ambiguous, where two pieces that look the same don’t match in the same way.

Proof of concept!

To combat this, I decided to create a number of pre-generated, matching shapes. I also wanted to make sure I could animate the objects combining together, which wasn’t possible before without ugly clipping.

Designing distinct combinations!

With the shapes made, I wanted a way to model out the shapes in a modular fashion. Each shape is made out of four micro pieces: a corner, edge, face and center piece. A quick and dirty texture, and the cubes were ready to go! I also wanted to add more colour to the game, to add extra challenge and extra reward for players who were able to match the correct colours as well as the shapes, which led to the five different colours that show up in later levels.

High tech modular cube science!

In between completing the cubes, I started implementing the basic functionality and designing how the game would come together. The shapeshift theme was bent to let the game have a shape theme and a factory (shift) setting. Below you’ll find my beautiful overpainting showing my plan for the interface of the game, and the physics and motion for the shapes. I sent this to Commie, who created the remaining 3d assets for the game.

10/10 Concept Art!

One of my favourite features of the game is the camera. I felt like the view was restrictive, but didn’t want to deal with the ugly lens warping that comes with high FOVs. My solution was an slight turn of the camera based on your mouse position on the screen. Instantly the whole game felt more responsive and smooth, and lets the player turn their “head” just a little bit to see a little further up and down the belt. This means you get a little more time to catch shapes, and generally gives you a wider selection of shapes to combine at any given moment.


The final hours of the jam were a frantic finishing of everything. The main art assets came to me with a little over an hour left, and kept coming in up until the button, which came in just before I hit the final “Build”. Meanwhile I was downloading, importing and implementing sounds; creating levels and a level select system; and frantically googling how to submit games. I also added a basic scoring and timer system. The menu was also a last minute addition – I had a clear idea of what I wanted, but it took until the final hour to actually implement it!

In world menus, or “How do I do GUI? “

All in all I’m super proud of CombiBox, and I’d like to thank everyone who has played, rated and commented on it so far! Thank you to Commie for helping with finishing all the 3d!


Posted by
Monday, April 18th, 2016 9:48 pm

This has felt like the longest 72 hours ever. I’m super proud to present my first ludum dare entry: Combibox!


A huge thank you to Commie who did most of the 3d work, and Doctor Beard for his ginger goodness.


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