Tuesday, November 9, 2010
Sunday, October 10, 2010
Saturday, October 9, 2010
Art puzzles
Thursday, October 7, 2010
Wednesday, October 6, 2010
Tuesday, October 5, 2010
Thursday, September 23, 2010
Lighting system
I've implemented a lighting system in Art Thief HD which allows different amount of light in each tile of a level. Due to this new feature I've decided to change the mini map feature of the game from being available all the time to being only available at certain map points. Instead the thief can use a flashlight in darker corridors of the game.
Friday, September 10, 2010
Locks and keys in Art Thief HD
I've been working on the lock and key system in Art Thief HD. How does the thief gain access through security doors?
There have been written a number of interesting articles on how to implement a good lock and key system. The example most often mention is the system used in Castlevania where each key doesn't open a single door but adds ability to the main character instead allowing him to reach places not available before.
Adding abilities to the thief would I think distract from the realism of the game so I've decided to use a key card mechanism instead, similar to the one used in Impossible Mission. Every guard in the museum has a key card with a code and every code activates or deactives certain security systems in the museum. For example one code could simply open security doors while another might activate certain elevators. The trick is that the codes have to be memorized as they have to be punched into a key panel located on some floors. I think adds to the educational value of the game. Part puzzle game, part memory card game.
I have also been looking at Shadow Complex, a highly impressive game for the XBox, and hope to emulate certain special effects from that game.
There have been written a number of interesting articles on how to implement a good lock and key system. The example most often mention is the system used in Castlevania where each key doesn't open a single door but adds ability to the main character instead allowing him to reach places not available before.
Adding abilities to the thief would I think distract from the realism of the game so I've decided to use a key card mechanism instead, similar to the one used in Impossible Mission. Every guard in the museum has a key card with a code and every code activates or deactives certain security systems in the museum. For example one code could simply open security doors while another might activate certain elevators. The trick is that the codes have to be memorized as they have to be punched into a key panel located on some floors. I think adds to the educational value of the game. Part puzzle game, part memory card game.
I have also been looking at Shadow Complex, a highly impressive game for the XBox, and hope to emulate certain special effects from that game.
Thursday, August 19, 2010
Ingame artwork from Art Thief HD
Wednesday, August 11, 2010
Monday, July 26, 2010
Tuesday, June 15, 2010
Disco Blocks for the iPad ready for sale
My first iPad game available on the iTunes store. :)
The iPad is a great gaming platform with less memory constraints and better performance than the iPhone as iPhone games have to really be developed for the slower 3G device.
Hopefully the iPad will sell well enough to make it a viable gaming platform on its own.
Thursday, June 10, 2010
Wednesday, June 9, 2010
Disco Blocks submitted
Submitted Disco Blocks this morning.
I've been having some weird problems with the WiFI on my Mac development machine and in the end had to copy the executable application from the Mac onto a flash disk and upload it from my pc.
Is it just me or do Apple computers have more problems with network connectivity than other computers?
Tuesday, June 1, 2010
Sunday, May 23, 2010
Wednesday, May 5, 2010
Avalon released
Travel to the legendary island of Avalon!
- Almost instant loading gameplay.
- Floating matching physics.
- Innovative twist on the Match three game.
- Drag blocks anywhere to anywhere, everything is allowed if real world physics allow it. Lift multiple blocks if needed.
- Tilt-able gravity.
- 50 levels, from very easy to almost impossible.
- Special relax mode, infinitive block-cracking.
Gameplay video here.
Available here.
Tuesday, April 27, 2010
Thursday, February 11, 2010
Battle of Britain continues in development
Still working on Battle of Britain after a couple of months delay. I'll start a thread on the game at TouchArcade in around 1-2 weeks just to get some feedback.
Meanwhile I saw a nice review of Ball Bros on YouTube: http://www.youtube.com/watch?v=cBfptrPz8o8 :)
Meanwhile I saw a nice review of Ball Bros on YouTube: http://www.youtube.com/watch?v=cBfptrPz8o8 :)
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