Tuesday, January 17, 2012

Inspiring indie games

This post will only be a simple listing of indie games that have made some kind of impression on me and that I get inspired by. It can either be by amazing gameplay, style/graphics, or uniqueness regardless of the games fame and success. Anything that sparkles the minds imagination really.
I might update this incrementally as I stumble on new cool stuff.


- Liero

- Soldat (http://soldat.thd.vg/en/

- Link Dead (http://link-dead.thd.vg/en/)

- King Arthur's Gold (http://kag2d.com/)

- Cortex Command (http://www.cortexcommand.com/

- Terraria (http://www.terraria.org/)

- Minecraft (http://www.minecraft.net/)

- Cobalt (http://www.oxeyegames.com/cobalt/)

- Stealth Bastard (http://www.stealthbastard.com/)

- Braid (http://braid-game.com/)

- Revenge of the Titans (http://www.puppygames.net/revenge-of-the-titans/)

- Bastion (http://supergiantgames.com/?page_id=242)

- Machinarium (http://machinarium.net/

- Overgrowth (http://www.wolfire.com/overgrowth)

- Natural Selection 2 (http://www.naturalselection2.com/

- Sword & Sworcery (http://www.swordandsworcery.com/

- Fez (http://polytroncorporation.com/61-2)

- Spelunky (http://spelunkyworld.com/)

- Teleglitch (http://teleglitch.com/index.php?page=full)

Thursday, January 12, 2012

New year's resolutions, and going indie!


Alright, time for another blog rant.

My professional carer as an casual iPhone game developer has taken it's course and actually ended right before christmas. The  last 6 months was spent in Vancouver, Canada which was my first move to another country. The studio I worked at called Deadbug, shipped 5 apps in total, 4 of them is completely programmed by me alone. As time progressed, the games became gradually more casual and although overall quality increased, gameplay became gradually dumbed down (in my opinion), so after roughly 3 years of full time employment I decided it was time to switch things up a little!

Now with 3 years working with Unity Iv'e grown extremely close with the engine :)
I've put together a big framework (still being developed and added to) that's growing by the day.
It's feature set includes:

* Complete Sprite system
* Full of math, vector math, point (voxel) and geometric extensions
* Complete Xml classes with serialization capabilities that can be used for automatic game save & load functionality for example.
* Extended debug drawing functions
* Object pooling
* Particle system pooling (perfect for one-shot effects)
* Audio management for one-shot sound effects (includes a basic realtime mixer, random pitch shift and pooling of course)
* Tween classes for simple animations
* A global variable database for sharing global values and easy live tweaking
* A "pixel converter" that easily converts between world and screen units (fast) for orthographic cameras, includes screen anchoring methods and aspect ratio related stuff.
* Input extension classes
* A great set of extending classes to build upon
And more!

Some features are more complete than others, but are getting incrementally improved, and Im quite confident it will grow into something shareable at some point.

There is also the vastly improved tile engine, but that's not really part of the core framework.
Im looking forward to showcasing all of these in the feature, because now that I am unemployed, I suddenly have massive amounts of time being put into all these things.
Although they probably will appear in a game before anything else (like the asset store).


There, now that we got all the personal stuff out of the way we can get down to business. As the title of this post states, I have decided to go completely independent, making games from my bedroom essentially. I have given myself one year to this endeavor, but might extend that time period depending on if I can acquire help in the graphics department.

This has to be the end of the rant - until next time I feel like clearing my head :)