Archive for the ‘KeeWeed’ Category

Still here

Sunday, October 31st, 2010

Yes, I know the last update was almost 2 months ago and no, there’s not much progress on the game-side of things, but listen to this:

- KeeWeed got an amazing new logo. It is made by a good friend of mine, Roan van der Kruijf, and I think it looks incredibly cool! 

- HyperDodge SpaceStuff was ported to Android by two friends of mine (Jeffrey Klardie and Erik Wallentinsen) and myself. We managed to get it done in just a weekend. Featuring Tilt Control, Touch Control and Online Scoreboards. 
You can get it now on the Market.

- Lately a Czech news website featured an article about Pedal Power, increasing the site traffic with over 1800%. Well, I guess that says something about the general site traffic here, but it’s nice anyway.

- Someone also painted this website green. Oh wait, that was me and it cost my almost half a day… (I’m not a web dev apparently)

So, about games, I’m struggling along with the Fish project. I have experimented with alot of stuff, which is nice, but unfortunately none if it really worked. So, yeah… time to let it go and get on with it. It’s what they call ‘Kill your baby’.

Pedal Power released

Saturday, September 4th, 2010

So it DID happen after all! Pedal Power (previously called RaceGame) is now ready for download!

I had some huge troubles with Unity3D and socket communication. It caused alot of delay and is also why the released version of Pedal Power is a Windows build (.exe) and not the browser variant.

But, who cares? Download and have some fun.

Download Pedal Power

HyperDodge Zer0-button

Sunday, August 8th, 2010

HyperDodge Zer0-button is a modification of HyperDodge SpaceStuff, where all input consists of bare mouse movement; there is no button to be pressed in the entire game! I made this to enter the Experimental Gameplay Project, where the month’s theme was to design a game with zero buttons.

Try it now at GameJolt

project FISH tech-demo

Sunday, July 18th, 2010

I made a simple movie showing the fundamental gameplay of my newest project. It’s a bit of an experiment and I still haven’t worked out the gameplay, but at least this part is done. See it’s page for a little more info.

Let me know what you think.

News

Saturday, July 10th, 2010

Lot’s of things happened lately. First, I got graduated. Second, I found a job as game developer at SilverFit. There we build serious games that help with revalidation.

Worked on the RaceGame project again for a week and we finally found a work-around for a nasty bug that has to do with Unity’s networking layer. It just needs to be worked out nicely.

I’m also busy with a new, experimental game, called Project Fish for now. It’s aimed a bit more on the 2.5D possibilities of the FlatRedBall engine. But more about that later.

RaceGame WIP Video

Thursday, June 24th, 2010

Found this video of RaceGame, made somewhere during development. It was put together quickly for a demo, but it shows you some of the gameplay.
I will work on this game again next week and expect it to be on the site soon!

(oh and yes, that’s me biking…)

Hyper-upgrade engaged

Monday, May 3rd, 2010

HyperDodge SpaceStuff got facelifted! It now features incredible sounds, interactive particle effects, almost 3-D lighting and what not. Gameplay changes involve Hyper Time Checkpoints and even music is added!
You would almost think this game wasn’t made by me :)

Try it now:
At SilverArcade
At Mashooo

Master at work:

RaceGame (working title)

Tuesday, March 30th, 2010

I thought to post some info about the game I made during my internship at VirtuaGym. It’s a 3D racing/kart game with real physics and multi-player support.
I might have it playable from the site in the future, but not just yet.

Check it out here: RaceGame 

HyperDodge SpaceStuff released

Saturday, March 20th, 2010

The SilverLight game HyperDodge SpaceStuff is now available!

Have a try here: HyperDodge SpaceStuff 

And see if you can beat this:

Hyperdodge this!

Tuesday, March 9th, 2010

A small project I’m working on now is HyperDodge SpaceStuff. I’m working on this primarily to try out the SilverSprite lib that injects XNA to Silverlight. When finished, HyperDodge SpaceStuff will be playable on the web.
No words about a release date yet, I’m also trying to graduate all right :-)

Check the HyperDodge SpaceStuff page for more info.