Omium has been unleashed!

Omium was just released! A 2 player shoot em up for the iPad. You can get it on the app store by clicking here. It available at the consumer friendly price of 99 cents so I hope you will give it a shot.

Here are a few screenshots:

Main Menu

Main Menu

Bad Guys demonstrating the famous Flying V

Bad Guys demonstrating the famous Flying V

General chaos and mayhem

General chaos and mayhem

Omium - New 2 Player iPad Game!

Omium is a 2 player shoot em up. The 2 players literally face each other as one player controls the ship and shoots at the Bad Guys falling down the screen. The other player is controlling where the Bad Guys are going, how big they are, and how fast they are moving.

There are 3 game modes:

Dodge - The Bad Guys win when one of them touches the ship. The ship can shoot Bad Guys to make them smaller until they pop out of existence.

Juggle - The Bad Guys win when one of them reaches the bottom of the screen or touches the ship. The ship must constantly shoot the Bad Guys into the air to make sure they don’t reach the bottom!

Infinite - Similar to Dodge except that the Bad Guys wrap around to the top of the screen once they reach the bottom. The ship has better ammo in this mode that destroys the Bad Guys faster but this ammo costs more so make sure to save it up.

Omium has been submitted to the app store and should be available very soon!

Path of the Monk: A GGJ game about deception

This past weekend I participated in the Global Game Jam at the Sunnyvale location (near San Francisco). There were 50 people at my location. It was fun, crazy, intense, insomnia inducing, stressful, and incredibly rewarding. I was at last year’s GGJ too which you can read about here.

GGJ 2010 Team

The team right to left, me (Brian), Gabe, and Brendan

Read the rest of this entry »

Another reason billions choose Zero Gear

Posted below is the last in the series of videos we call “Another reason billions choose Zero Gear”. We made these videos mostly for fun and a little bit hoping they would convince a few more people to join the billions of Zero Gear players. I know we succeeded on one of these cases at least.

If you have’t seen them yet, please watch the first three before watching the final video.

Part 1

Part 2

Part 3

And finally, Part 4

So that is it! Thanks for watching :)

Another reason billions choose Zero Gear over WoW

Reminder: Today is your last day to pre-order Zero Gear and get in on the go-karting mayhem before the general public. That’s right, you can be the guy who says “I played that game before it got popular and sold out”.

Need another reason why you should pre-order? Watch this…

Part 2 coming soon!

Weapon Dynamics in Zero Gear

Weapon Dynamics Header

One very important aspect of Zero Gear we rarely talk about is weapons. Weapons in Zero Gear are picked up from special prize boxes on the map and used in a variety of ways. Before going deeper, here are some typical weapons in the kart game genre:

Heat seeking missile

Press a button to fire the missile ahead and it will track the person in front of you down and blow them up

Slow a player down weapon

This is some kind of weapon that is usually placed down on the map somewhere, when a player runs into it, they are slowed down for a period of time

Slow down or blow up all other players weapon

Press a button to slow down all other players

Bomb

Place it on the map, after a period of time, it blows up, anyone in the blast radius is blown up and slowed down

Vision block weapon

Press a button to cause other players vision to be blocked so they can’t see

You are invincible weapon

Press a button, you are invincible and touching other players causes them to get blown up and slow down

These types of weapons are annoying. Here are a few reasons why:

  • You don’t get a feeling of success. By just pressing a button, the cause and effect sensation is less visceral.
  • There is little planning involved. When the only variable is when you hit the button, it minimizes the amount of strategy you can use.
  • They are black or white weapons. The player either gets a canned result, or remains unaffected. There is no gray area.
  • They are unavoidable. When a player gets hit by an item from which there was zero chance of evasion, they feel like they are being taken out of the game.

The weapon dynamics in Zero Gear are quite different because, well, they are DYNAMIC!

Here are the Zero Gear weapons (so far!):

Puncher

Puncher Icon

A punching glove is attached to the front of the players kart. Press the use button to cause it to punch forward. *Anything in front of the kart will be launched forward.

* Note, anything is an important word. Objects in ZG react realistically, punch a Sea Mine, watch it fly the same as if punching another kart or a soccer ball.

Ice Cube

Ice Cube

Throw or drop this onto the map. It will bounce off walls and slide on the ground realistically. Any player that hits it will become encased inside. They will continue to slide with their momentum which could end horribly (off the edge!) or perhaps will put them at an advantage.

Sea Mine

Sea Mine

The mine can be thrown ahead or dropped behind. Much like a real sea mine (real sea mine = what I have seen in movies), once hit, there is a TING! sound and then BOOOM! Anything within the blast radius is sent flying outward to an unknown fate.

Twister

Twister

The player can place a twister in front or behind them (hint: probably want to put it behind you!). Anything that gets too close will be sucked in.

These types of weapons are FUN.

  • There is no fire and forget, you must aim and use timing if you want to be successful, they are easy to use but ultimately require skill
  • All the weapons can affect other weapons, for example: There is an ice cube in front of you so you smack it with the puncher causing it to fly into a twister. If flies out of the twister farther ahead while a player that was just blown back from a mine hits it and slides off the map. Strategies emerge while playing.
  • The weapons have varying degrees of strength. The mine and tornado are more powerful the closer you are to it. Hitting an ice cube may just help you move through a slow surface faster. The tornado may cause you to hop over an obstacle. Anything can happen.
  • There is always a chance to avoid being hit by a weapon. Addionally, there is always a chance that being hit by a weapon will work out in your favor. Nothing is canned or predetermined. This means that you never feel hopeless.

Weapons shouldn’t force something on a player, they should do something which may affect the player. Using this simple rule causes the player to experience more emergent and reactive gameplay than most games offer.

We have more weapons planned, such as the previously mentioned L.U.V. Bot. Watch the blog for more updates on them!

Of course, explaining this in text isn’t ideal. For the full experience, you will just have to play it!

Cogs Released!

The fine developers (Rob Jagnow and Brendan Mauro) over at Lazy 8 Studios are releasing their debut game Cogs today!

If you like puzzle games I highly recommend it. You can buy it on Steam starting later today.

Communication is Key: Signals and Slots in Games

When developers talk about the way a game is made, they usually talk about things like physics, graphics, AI, and sound. There is another big aspect however: Communication. I am not talking about players or game characters talking to each other or networking a game. I am referring to objects in the game sending messages to each other. When a button is pressed, the door must be told to open. When the player scores a goal, there must be cheering and confetti.

There are many ways communication is handled in games and I do not wish to compare all the methods. I want to write about a method I like and tend to use called Signals and Slots (specifically, my implementation). Signals emit messages to Slots. A Signal can be viewed as a radio tower that only sends messages while a Slot can be viewed as a boombox which can only receive the message. Signals only emit to slots they are connected to (efficient). Any Signal may connect to any Slot. Any number of Signals may connect to a Slot.

The radio tower (Signal) emits a message to the boomboxes (Slots)

The radio tower (Signal) emits a message to the receivers (Slots)

Read the rest of this entry »

GDC Tuesday + Weds: Part 1

GDC: North Hall

GDC: North Hall

At this point we are running mostly on free energy drinks(*) given to us by strangers on the street and the desire to see cool stuff.

* As a side note, somebody just stole my energy drink off the table when I wasn’t looking. Not cool.

Tuesday Dave was at the second half of the Indie Game Summit while I was getting my brain filled with fluid dynamics, massively parallel GPU physics, and networked physics. Some of the highlights of day 2 of the IGS included:

The indie game maker rant where a bunch of indie developers each got 5 mins to talk about whatever they wanted.

10 ways to market an indie game from 2D Boy and Polytron.

The 4 hour game design from Cactus in which he gave some tips on how to rapidly create games.

Making web games: The indie experience from Pixeljam.

We got the Tutorial and Summit pass to GDC. The events for that pass are basically over. Starting Wednesday, we have been checking out the IGF finalists and booths.

We have played most of the IGF games now. Some of the ones we enjoyed a lot are Cletus Clay, Retro/Grade, Osmos, Cortex Command, The Maw, Galcon, and IncrediBots. Some of these games are available, others will be available soon. You should definitely seek them out!

The rest of the schedule for Wednesday includes more booths and probably another visit to the IGF pavilion followed by the IGF Awards(!!!) and then possibly the Developer Choice awards.

Exciting stuff!

1234Next » (40 total posts)