Scurry Game Dev Log – New Game!

New Indie Game project!

Scurry is an HTML5 browser game where you play as a beetle who is running through a grocery store. Run as fast as you can, pull off daring jumps, avoid shoppers, roach motels and other treacherous obstacles! How far will you make it?

Here is what Scurry looked like right after Eric added in my character sprite:
Scurry Game early screentshot

The project is a two-person team effort; Eric Lathrop is doing the code, and I am working the artwork.

We just met up at a coffee shop for our first session and got a lot done, I am very happy with how it is turning out so far.

Here is a shot of the game with some shelf art and grocery store props added:

Scurry early artworkAs of now, Eric has about 12 hours in of Dev time, and I have spent around 6 hours doing the artwork
I have some videos below that show the progress taking Eric’s engine and adding in the art assets I have been creating. Eric is working on generating infinite levels using repeating and randomized artwork, resulting in a new experience for the player each time.

New Game Started!

SO I have started a new game project using Unity and Javascript, I am calling it Path, a part of the word emPATHy  and it is about a girl who can mimic the abilities of any living thing for the purpose of getting though the puzzle-platformer world she apparently exists in.

I started work on the project November 22nd 2013, and  would say I have invested around 30-40 hours into it so far.

Here are some screenshots:

When you hit the A button next to a living thing, you can get an ability from it, like the frog that lets you jump higher/farther.Path-ss4For early obstacles  it will be obvious what creatures to Path, but later the harder puzzles will have to switching and trying things to see what works, and you can only use one ability at a time. Path-ss3 I have been experimenting with AI, raycasting, pathfinding, and procedural/randomization stuff during this project as well, and while none of that is working just yet for me, I am excited to keep trying and improve my game programming skills.Path-ss2 

Balloon Chase Vehicle – Dev Log Week 4

7:30pm – 1:00am | +5.5 Hours Dev Time | 28.75 Hours Total Dev Time

Highlights:

Today was a good day, we got a lot done that we can be proud of. Being new to Unity, it took a while for some things to ‘click,’ and this night a lot of things did.
Starting with a working mock-up I (Alex) created, Anthony was able to jump off from that point and get the engine going. It did take some re-writing, and a lot of adjustments in Unity to get the ‘2.5d that looks like 2d’ working right.

Balloon Chase Vehicle – Dev Log Week 5

7:30pm – 2:30am | +7 Hours Dev Time | 35.75 Hours Total Dev Time

Collisions!

The main focus of this night was getting collisions and jumping working, and we got somewhere. I would by no means call it perfect, but we have a goo starting point for collisions and jumping. and also some weird errors..

Overall a good night and I can see the momentum building now, so we can get going on level design once the engine is basically figured out.

Balloon Chase Vehicle – Dev Log Week 2

3:30pm – 2:45am | +11.25 Hours Dev Time | 19.25 Hours Total Dev Time

9:56 PM – 2:45 AM


  • 2:45 am Calling it a night, will come back to the movement code with fresh eyes another time!
  • around 1 am, we are getting burnt out, not much is working with the movement code.
  • Posted screenshot of the title screen artwork on twitter
  • More working on getting to know Unity
  • Amazing Idea for a level: Moon Level!
  • Worked more on artwork, working on a promo/possibly title screen

7:26 PM – 9:56 PM


  • Dinner was awesome, who said Louisville doesn’t have any authentic Mexican Food?
  • Played some Super Mario World for physics research, (photo) trying to nail down some smooth acceleration and momentum carrying into jumps
  • Worked on some art elements for the first level, trees, mailboxes, fire hydrants, clouds…

6:58 PM – 7:26 PM

  • Made some adjustments to Mono, like dark color scheme: Check that out here
  • Creating a simple movement script in C# for player movement, based on our two-button scheme, go and jump

6:10 PM – 6:58 PM

  • Talked over control scheme for keyboard/controller/touch scenarios
  • Talked about dinner -Mexican!
  • Looking at some tutorial videos, thanks Youtube!

3:30 PM – 6:10 PM

  • We have decided to use Unity for the Balloon Chase Vehicle.
  • Learning about Vectors and UnitVectors from Anthony
  • Thinking about stuff

Balloon Chase Vehicle – Dev Log Week 1

5:00pm – 3:00am | +8 Hours Dev Time | 8 Hours Total Dev Time

So you may or may not have seen on the rbmlb twitter that rbmlb is now 2 people!  Anthony @datGamerDood has joined forces  and we plan to release our first game by the year 20XX!

Last-night was our first game jam night, and it lasted about  8 hours, during that time whiteboards were doodled upon, graphics were drawn, and I believe even  several(approx.) lines of code were written!

We are excited to start our first game which will be titled “Balloon Chase Vehicle” which as of now will run on Win/Mac.
Here are some relevant photos:



Squid Game Dev Log – Learning Unity3D

… I have been reading up on the Indie Games industry, and It seems that the only way to get by making browser-besed games is ads.
I hate ads!
So I looked into making games that would work on Mac or Windows, and found Unity.   Unity is a 3d engine, but there are a few good resources I have foudn that will allow me to create a 2d game using Unity.

I am following a video tutorial now and leanring a lot, it seems like Unity has a lot of flexibility and the Unityscript/Javacript language looks fammiliar to me so that’s a big plus.

I am working on rebuilding the engine for squid game, and trying to get it to look as flat as possible to create a 2d look. I really like the cameras and other things you can use in Unity, really cool stuff!

Heres a snapshot: