Games

  • 24
    Jan 12
    N

    There may be function’s in the code example’s that I don’t explain very well / thoroughly, be sure to have the Unity documentation open at all times when you are developing, it’s great to just search out a function and find out what it does. They even have small code examples showing how to use them. Goals Creating a remake […]

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  • 22
    Jan 12
    N

    SMACJam? SMACJam was introduced to me by @SurplusGamer (Peter Silk). As far as I know the whole thing was because he couldn’t make it to the LD48 Jam in December 2010, as such he decided to choose a random theme from Ludum Dare. After meeting Peter I asked if I could be part of it as I missed the last […]

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  • 05
    Dec 11
    N

    A level editor for Pocket Arena Currently it features a mouse drag-and-create interface that allows the user to draw out rooms very quickly, along with placing objects (at the moment just a light) into the scene by hitting the brief case in the bottom right and clicking the light button. To extend this I will be adding features like: More […]

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  • 05
    Dec 11
    N

    What is Ludum Dare? Ludum Dare is a regular accelerated game development Event.  Participants develop games from scratch in a weekend, based on a theme suggested by community. - http://www.ludumdare.com/compo/about-ludum-dare/ Why I’m in Two months ago I entered the August competition to test myself with making a rapid prototype for a game, and I managed to complete it. This time around […]

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  • 04
    Dec 11
    N

    Thanatophobia is a Survival Horror game which started development in 2011 with John Pearce. It features a detailed story along with several challenging puzzles and features a fully custom user interface, inventory system, dialogue sequences combat and various puzzles. The game is a brand new entry into the forgotten world of old school, third person survival / horror, with focus on puzzle […]

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  • 14
    Oct 11
    N

    Finite State Machines vs Goal Orientated Action Planning This project will compare and contrast both FSM and GOAP based AI in a series of tests designed to test performance, realism and dealing with unexpected events. Each system will then be ranked to gauge the benefits of one from the other. At the end of the project there will be a playtest […]

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  • 11
    Oct 11
    N

    Over the past two years I’ve worked on a number of projects, many of which have never seen the light of day. This was mainly due to a number of short-comings in my planning and execution of the development, but having learnt from these mistakes I feel I have bettered my trade. Most of these things are very little and […]

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  • 11
    Oct 11
    N

    [Warning: This is not wrote in an academic fashion in any way, this is just a brain-dump of what I've been working on to get things working. My final report will list the main reasons behind my choices along with why I decided to go about things in this way] For the last two week’s I’ve been getting the design […]

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  • 22
    Aug 11
    N

    For the last 24 hours I’ve been creating a game for the LD48. Ludum Dare announced the theme on Saturday morning (3 am here!) as “Escape”. With the theme Escape the first thing that came to mind was a platformer consisting of various levels with enemies to get past / kill, however when I started on developing it I quickly became […]

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  • 12
    Jun 11
    N

    What is it? Initially inspired by talking in the TIGSource IRC channel, the idea behind Ghostly is to quickly progress through the levels before your character dies. To avoid dying the player must “Possess” other characters to reset how long they have left to live. At the moment there are only a couple of levels as this was a prototype […]

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