Tagged with progress

Terrible secrets

Well well well, it has been a while… is it too late to get away with blaming the holidays? (Yes)

What have I been up to in the meantime? What am I doing now? Well from what I can gather, this: Continue reading

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The Crying Game #2 : Less tears

This is part two of a dev diary for a game I’m making in a month with Robert Yang, for the Super Friendship Club’s second pageant. The theme was mysticism, so somehow we decided to make ‘Cult Tycoon’ (still no real name). For the first part, take a look here. Onwards!

Continue reading

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ENFORCED HIATUS

Due to me being a silly person, I’ve been too busy to even look at this site. Robert Yang and I have been working on an overambitious project for superfriendshipclub.com’s Justice pageant. The game, Muckraker is based on a theme of justice through sensationalist journalism, and how it translates the most traditional form of punishment, shame, to modern society. But really it’s just a stealth game with film recording/editing (think Thief + Fatal Frame + our MiniLD #27 entry, Polonius )

Anyway, look out for a beta for Muckraker as well as a “Dev Diary” of sorts in the next couple of weeks.

TITLE SCREEN

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What’s He Building?

Squares and ShitTo keep myself from going mad. Making a something something in a hurry.

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Over the Hill

Finally! The tangle of ideas cluttering up my mind have worked themselves into something almost resembling…something.

I somehow have made a mod of an almost usable state, and although public showing is still a while away, I can show you this delightful mess:

What I can say concretely (in back-0f-box bullet form)

  • It is a Source SDK mod and requires Half-Life 2: Episode 2
  • It is short, probably < 1 hr
  • It has no guns
  • It has no ragdoll effects
  • It has plenty of pretension

I fancy it an ‘art’ game, although ultimately that definition is up to the player (This statement conveniently states how pointless I think Ebert’s rant is). It breaks a couple of well worn rules found in game design, not for any rebellious need to ‘re-evaluate game design theory”, but because in the act of ignoring expected rules, authors can coax out some powerful realisations.

Or so I hope!

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