If you’re wondering what I’ve been doing all these months, here’s your answer. I’ve sidetracked from the Fishbowl a little bit and worked on a small Xbox360 multiplayer game.
A game called Sticky Bump.
It’s a basically a cat-and-mouse game between bumpercars. It can be played by 2 to 4 players and so far the testruns show it’s great fun! Will be available on Xbox Live Indie Games by the end of this year. Hopefully.
And for the Fishbowl fans (if there are any); it’s gonna be #1 priority when this thing is out of the way
Found a hilarious “Speedrun” for my old game Arabian Nights today. As it was Prince of Persia inspired (and partly stolen, I have to admit), it got listed on the Prince of Persia Unofficial Website.
It’s mainly about how to avoid the bugs in the game
Great read with lines like:
Take the sword one screen more to the left, if you want, but that would be ridiculous, because the guards actually don’t awake. Anyway, climb up to the highmost level, press the switch and make your way as fast as possible to the other room, because it could be, that the guard really awakes.
And I don’t think the movement sucks, the sword sucks! You don’t even need it! The guards almost never awake (unless you’re as slow as a grandma) and at the 2nd guard, if you’re right before the spikes, you can’t even shoot!
But honestly, I’m kinda flattered. It’s pretty cool that people take the time to try and write about a speedrun, in a game filled with bugs. It’s the kind of thing that keeps you going. So, thanks Maurice Kaltofen! I hope you enjoyed it
Did a good amount of work lately. Built the first ‘real’ level for The Fishbowl to prove the concept of the game. And yes, I think the work was not all for nothing! Long way to go still, but I reckon this game can turn into something.
There’s a video coming in a couple of days, but here’s a screen of the game already:
A quick update just to prove I have done someting in the last couple of months.
The FISH-project is now finally moving along. I’ve decided to call the game The Fishbowl.
I spent alot of time experimenting with different types of movement (like jetpack, grappling hook, etc), but ended up with the good ol’ mario-style of movement. My ambition is to turn this into a puzzle-platformer, a bit in the style of the classic Prince of Persia games, with a strong narrative side-story.
Well, we’ll just have to see which parts will make it to the end
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’.
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.
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.