Skip to main content

Fire it up!

Hey everyone,

It's been a long time since I have done anything for Sunrock, and I must be honest, I have missed it. It has been a shame that I lost track of development of my games, but it is in these times of reflection that you realise when it is time to pick up the mantle once again, and spring into action.

So what better way to get back into development than throw myself back in at the deep end. I am going to take part in the 1 game a month gamejam which can be found here:  http://www.onegameamonth.com/ So if anyone would like to join me, I would love to see what things you can make!

The current theme is Permanence, which fits right up my street. The moment I read it, my brain began designing all kinds of different ideas. A Perm-a-death zombie survival game... A guided evolution game where your decision effect how your character evolves... The ideas kept flowing.

Thus in an attempt to not let my ideas run wilder than a pack of pink elephants at a brewary, I brought pen to paper. My true passion lies with simulation/strategy games so I began to brainstorm the many different ideas and experiences one could have with the theme of permanence in mind. I began to formulate the bare bones of my Game Design Document(which is an organic document, with nothing set in stone) and managed to come up with a Demon themed concept, set in space??!

So, in conclusion, I am going to be creating an Anti-God game called Demon Rite, where your aim as a malevolent, omnipotent being is to invade unassuming worlds by casting spells of destruction upon the planet. Though you shall not be alone in this endeavour, your minions will be there waiting to pick up the scattered remains and corrupt the land ready for your reckoning!

I have already begun prototyping out a procedural world builder and can't wait to share my journey for this game with everyone!

Sunrock!

Comments

Popular posts from this blog

Convict Torpedo

I've been at it again, this time Dive Jam! Having never even touched water before, it seemed like a great way to expand my knowledge as a game dev. The theme that we were all given was One Breath, so I invented a dystopian world that has been flooded by mans own hand. Crime grew in their confined environment, thus a compromise had to be made. A solution that would both entertain the general public, as well as deal with the over flowing prisons... Enter Convict Torpedo, the convict execution game. Behind The Scenes Underwater Effect For me the first problem to tackle was how to make things look and feel underwater. A lot of it is the sounds, but also, the use of Fog. Luckily for me Unity has the tool perfect for the job. It was funny how the biggest thing I was worried about, turned out to be the quickest and easiest problem to solve! As seen below, the fog made a massive difference to the game! Before Fog After Fog Environment Blender has ...

Soultitans

Soul Titans was a game I created for the GDC Metal Monstrosity game jam. We had just 72 hours to create the best game that we possibly could inspired by a common theme. The theme for this Game Jam was machinery. There were over 50 other game devs involved in this jam, but only 19 actually made the deadline. To any aspiring game developers, one of the most powerful exercises you can undertake, is a game jam. Not only does it push you to actually finish a game, but it helps you grow so much as a developer. After completing it, all I can say is my idea of scope has grown so much. My Game is a 3rd person shooter, where you play as the last living Soul Titan. A race of living machines that have been brought to the brink of extinction from the Hybris menace. Using nothing but the mouse to control your machine of death, can you claim vengeance and please the metal gods? Behind The Scenes 3d Models and Animations I used Blender to 3d model my main character and animate it....

The Power of A Goal

In my many months of messing around with Unity, I have started numerous projects, few of them to completion. I never seemed to understand why? I tried many approaches to the development of a game, some I "just winged it", others I planned everything down to how many hairs a character would have, but they all turned out the same, they all failed. Why? Lack of goals. The only games I have officially released have all been game Jams, and they all had a deadline to meet. A quantifiable goal to work towards. This is key. For without a goal, we are a homing missile that has no target. As a creative person, freedom is something that we require in order to be at our best, but without bite sized goals, it is easy to get overwhelmed by larger scale projects. How do we combat it? By using a tool that can enhance our productivity ten fold. A tool that can provide clarity through the mish mash of ideas being generated within our heads. A tool that can be used by everyone. A goal. ...