Tag: catsteroids

April and May

A bunch of things to talk about, which is what happens when I don’t post at all for 2 months! Oops.

Food Fight!

Food Fight!

In April, Ludum Dare 32 happened, the theme was “An Unconventional Weapon”, and Food Fight! was my entry. It… didn’t turn out very well.

I was away from home, so was using my Eee netbook for development. It’s pretty limited in what it can do – OpenGL won’t work at all on it – so I chose HTML5’s canvas for the target. The big mistake though was deciding to roll my own framework rather than using somebody else’s. That seemed OK, until the deadline had passed, and people started reporting that the basic keyboard and mouse inputs were plain broken for them. Apparently they only worked on the exact combination of software and hardware I had been using. So, yeah.

Catsteroids

Catsteroids!

Catsteroids, however, I’m much happier with. I finished a new build of App 2, sent it off to my tester, then realised I had two days left in May and no game for 1GAM. So I made a really dumb Asteroids clone with cats in it, using Unity. Is it a good game? Maybe. Does it make me laugh whenever I play it? Yes. You should give it a try for the soundtrack alone.

Impressionable

Impressionable has progressed a little, but without much to show for it yet. I’ve rewritten it in C/C++ after getting annoyed with Java’s memory management, and I’m still getting used to low-level programming. A problem I’ve had is the aimlessness of making an “engine” rather than a game, so I have a new plan now: Make a series of small games, aiming to take around a month each, which will gradually expand the engine’s features. For instance, the first game is going to be inspired by SimFarm, stripped down to the basics of placing fields, planting them, harvesting, and balancing a budget.