blog

This blog is me talking about my stuff, what I do and from time to time, in order to improve the state of the internet and promote better content and google hits for other people, I will also post solutions to various other problems I’ve found.

Enjoy!

This week I’ve been thinking a lot about the different skirmish and mission types. The original lander basically had fetch an object and destroy missions. Hopper introduced “challenges” in the form of land without taking any damage and races, and while this could be expanded upon with acrobatical challenges(move through a narrow gap) and survival challenges (survive a meteor rain) I want to expand further in the mission and challenge/skirmish varieties.

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Since I started working on Space Hustler I’ve been thinking about what art style the game should have. The original lander had a sci-fi style and while that will work there are a lot of sci fi games and sci fi shooters especially are a dime a dozen. Partly because of this I’ve been thinking about designin a little bit different. One idea I’ve been tossing around is the World War 2 with jet engines.

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And so it begins...
21 May 2013

So I decided that I need to make a bigger game, a game that I can work on for a few months at least and not get bored. I shouldn’t have any complicated animations and should be “easy” to make. A basic renderer on the top of a physics simulation won’t be that complicated and could be fun. I thought about remaking a previous game of mine, lolball, but all the design I could come up with was way to complicated for what I had imagined.

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I'm not dead
4 May 2010

Whoa… almost 5 months since last time! I gotta post more than twice a year 🙂 Anyways, I’ve been quite busy since last time: My pwn game library is still in development. and I’ve entered ludum dare twice.. I’ve posted my first entry, let’s go cave exploring, earlier in this blog. My second entry for the “Explore” theme was “Xplorer – the game” a kinda unfinished 2-player game that ends when everything is explored

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I've been busy
1 November 2009

Since last time I’ve entered Ludum Dare and actually finished at 75ths place and a bronze in community – yay me. Since then I’ve integrated the half/16-bit float from the glorious OpenEXR-project into my game-library pwn. I’ve also been thinking about creating a 2d level editor as editing text-files suck, and there doesn’t seem to be a good level-editor. Most of the 2d level editors are focused on tile-based editing, but I want a more free-flow sprite-based editor, like the aquaria editor(nicely captured by wolfire design tour) or the boingo editor that is briefly visible in their sga trailer.

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Epic fail
29 July 2009

I probably should have posted this earlier, however I been sleeping and sobbing over the fact that I didn’t finish no more sweden :). A few hours before deadline all tiles in one layer went 3 tiles up, but collision-tiles were still in the same place. I though that was strange so I went to check the map in the (external) editor, and to my horror it didn’t load. No message, no crash nor any exception – just silence.

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So my bicycle have been trashed for some time now. Since Thursday actually. It really isnt a big deal unless I was attending No More Sweden and bicycle is my only viable transportation. I might have to rent one if it doesn’t get finished. It was actually supposed to be finished this Monday, but they are missing spare parts. That’s right, I bike hard. Though my extreme/hard-biking might be beacuse I’m so

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So I’m attending this game-jam called No more sweden(funny name) this week. Wednesday/Thursday to Saturday/Sunday. I’ll be attending most of it, though I have to work at Thursday and Friday, which is a bummer, so Ive been thinking at what kind of game I’m be making. I’ve been thinking about making a simple plat former for some time now, and this might be good time as any to make it a reality.

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