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)
Tuesday, January 17, 2012
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 :)
Tuesday, August 16, 2011
Summer update
Finally got some time off from work (summer vacation!) and life in general, so I thought I'd make a little update on what's going on.
As usual work is taking up most of my time so unfortunately I haven't got a lot of news about my RTS project, but a couple of little things.
I hit a major road block when I delved into making a unit movement system, looking at both new and older games to try and figure out some of the techniques used behind them.
For starters I found an article over at gamasutra, written by the guy who made the movement system for age of empires 2. Really interesting, using techniques such as a collision prediction and a solver to work things out between units.
link
Also found an interesting topic at gamedev.net
Flocking + a good collision system seems like a good way to go.
Lastly I tried integrating RVO (Reciprocal Collision Avoidance) and it totally work almost straight off the bat, but I found that RVO pretty much brakes down with many units in confined places so I might not use it in the end.
I might try to combine some of these techniques, but we will see.
Also, here's a couple of screenshots on my cliff building algorithm progress:
As usual work is taking up most of my time so unfortunately I haven't got a lot of news about my RTS project, but a couple of little things.
I hit a major road block when I delved into making a unit movement system, looking at both new and older games to try and figure out some of the techniques used behind them.
For starters I found an article over at gamasutra, written by the guy who made the movement system for age of empires 2. Really interesting, using techniques such as a collision prediction and a solver to work things out between units.
link
Also found an interesting topic at gamedev.net
Flocking + a good collision system seems like a good way to go.
Lastly I tried integrating RVO (Reciprocal Collision Avoidance) and it totally work almost straight off the bat, but I found that RVO pretty much brakes down with many units in confined places so I might not use it in the end.
I might try to combine some of these techniques, but we will see.
Also, here's a couple of screenshots on my cliff building algorithm progress:
Sunday, February 13, 2011
RTS Project
Iv'e been putting up a lot of screen shoots of tile editors and whatnot lately and finally it felt good enough to move away from and start poking around with making an actual game - which currently aims to be sort of an old school RTS but in 2011 style ;)
To start making an RTS one must first consider the very fundamentals of RTS games. It boiled down to unit AI for me, so iv'e started coding a system that handles it all.
Here's a couple of my system components:
* Team management
* Commander & Base management
* Unit on-screen selection using a selection box
* Unit to unit detection
* Unit to unit line-of-sight checking (for determining if we can fire at target)
* Unit squad assignment
* Map grid - for structures and vegetation etc.
* Sector grid keeping track of units for fast lookup
And here's a couple of screen shoots of some of the things iv'e gotten so far:
What buildings might look like:

Squad assigment (Cyan colored lines indicate squad connections):

Targeting (Line of sight) (grey colored circles are unit fire radius, red lines between units indicates line of sight is open and we can fire at target):

To start making an RTS one must first consider the very fundamentals of RTS games. It boiled down to unit AI for me, so iv'e started coding a system that handles it all.
Here's a couple of my system components:
* Team management
* Commander & Base management
* Unit on-screen selection using a selection box
* Unit to unit detection
* Unit to unit line-of-sight checking (for determining if we can fire at target)
* Unit squad assignment
* Map grid - for structures and vegetation etc.
* Sector grid keeping track of units for fast lookup
And here's a couple of screen shoots of some of the things iv'e gotten so far:
What buildings might look like:
Squad assigment (Cyan colored lines indicate squad connections):

Targeting (Line of sight) (grey colored circles are unit fire radius, red lines between units indicates line of sight is open and we can fire at target):

Monday, January 31, 2011
Global Game Jam 2011
I participated in the global game jam, which is a worldwide event giving people the challenge to create a game over a weekend. Here's what my group was able to produce in those 48 hours: link
Sunday, December 12, 2010
New game released!
(NOTE: I am no longer working for the company Deadbug)
Totally forgot to mention, but we at Deadbug released a new game a couple of weeks ago; called Space Boss!
Here are a couple of links to it if your'e interested:
Video review: http://www.youtube.com/watch?v=iwBr1lEoGbw
iTunes link: http://itunes.apple.com/us/app/space-boss/id383096190?mt=8
Totally forgot to mention, but we at Deadbug released a new game a couple of weeks ago; called Space Boss!
Here are a couple of links to it if your'e interested:
Video review: http://www.youtube.com/watch?v=iwBr1lEoGbw
iTunes link: http://itunes.apple.com/us/app/space-boss/id383096190?mt=8
Saturday, December 11, 2010
Tile editor update
I dont really have much new stuff to show off right now because of most progress made is in functionality and not represented visually yet, but I do have one screen shot to put here.
What this image is showing is basically a tool in the editor that will allow the user to paint elevated tiles surrounded with cliffs (think red alert 2 cliffs) with much ease. the blue squares are the area painted on, the red squares are the edges of the painted area and the yellow box is just a bounding box displayed around each separated area.
What this image is showing is basically a tool in the editor that will allow the user to paint elevated tiles surrounded with cliffs (think red alert 2 cliffs) with much ease. the blue squares are the area painted on, the red squares are the edges of the painted area and the yellow box is just a bounding box displayed around each separated area.
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