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

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Official Zero Gear Trailer and Beta Signups!

zgposter

Here it is! The post you have been waiting for! Today we are officially unveiling the Zero Gear Trailer, and opening Zero Gear beta signups! Here is our hard hitting trailer:


Now Go Get Some Beta Keys!

Zero Gear Official Soundtrack by HyperDuck!

hypersign

We are pleased to announce that the very groovy chaps over at HyperDuck music studios are producing the official soundtrack for Zero Gear. Their bouncing, pounding, surging and chirping tunes will be assisting you in your physical mischief in game. Here is a sample from their work, Zero Gear’s main menu track:

Zero Gear OST Sample
Get Adobe Flash player

Make sure you stay tuned for a very big update tomorrow, you are not going to want to miss it if you have been following the game and yearning for a chance to play!

Zero Gear Win7 Themepack

themepack
Eeen whipped up a rocking Windows 7 Themepack since we are all rocking Windows 7 thanks to Microsoft BizSpark. You can grab it Here.

It features some beautiful high res wallpapers from Zero Gear, as well as some sounds from the game. Also, in case it is not obvious by this point - Zero Gear will fully support Windows 7!

Moon Drop Has Landed!

Moon Drop
After a 13 day stint in the app review queue, Moon Drop is now available on iTunes! Feedback so for has been positive and we look forward to any and all comments about the game. What are you waiting for? Get in the lunar landing control hot seat and start landing those colonists! If you haven’t seen the game yet, be sure to check out the Moon Drop page or go straight to iTunes!

Time-Lapse Zero Gear Modeling Video

As I mentioned last week, I have been recording my work process while working on a new kart asset for Zero Gear. Here is the video that resulted. It was a pain in the ass to make but hopefully it will be interesting to some people. The video covers modeling and texturing the kart, although I did edit out some of the really boring parts like UV-mapping. Watch me build this from scratch: smalltank


YouTube link

The software used in the video are Maya 8.5 and Photoshop CS3. It was captured over about 15 hours of work.

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!

New ZG media! Dust Bunny level

Here are some screen shots from a new map that I have been working on for the last few weeks. It feels good to finally have some new ZG media to show off!

zipping along the bar
rolling down into the foosball table
skimming along the air hockey table
dropping down onto the pool table
down on the game room floor

Sky Burger Now Available

Sky Burger Now Available

As of April 15th Sky Burger is now available on the iTunes App Store! Sky Burger has already gotten a mention on Touch Arcade, and Apple iPhone Apps is giving away some promo codes! Now get to stacking, those burgers won’t build themselves!

Ian Marsh Joins NimbleBit


YouTube Link

Many die-hard NimbleBit fans might already know me as David’s brother eeenmachine. For those that don’t, I’m David’s twin brother and good friend of Brian. I’ve been doing independent iPhone game development for about 6 months now and decided it was time I joined forces with NimbleBit to make some properly awesome games. NimbleBit will have a presence on the iTunes App Store as soon as the paperwork goes through! Watch the trailer below and go to the games page to check out the games joining the NimbleBit family.

I’m excited to bring the enthusiastic Zero Gear community together with some passionate iPhone gaming fans. To celebrate, we’re going to be giving away almost 200 promo codes starting Monday, March 16, redeemable for free copies of our iPhone games! These codes will be posted throughout each day on our twitter, forums, and chat. Register for an account and get ready for some free iPhone games!

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