Whew. It’s late and i’ve spent way too long fiddling with this game. The words I chose this time were radiation therapy and trespass. A bit of a wierd combination, and I had some trouble coming up with a good idea for it. Eventually I decided to go for a surgery-style game, where you build and control a robotic arm to “tresspass” into a tumour and radiate it.
However, earlier today I realized it wasn’t going to be fun, atleast not in the timeframe I had. So a i started a major revamp of the idea, reusing the robot arm, but this time for mimicing radiation patterns. I’ll finish of the game tomorrow morning (although it’s really too late).
The screenshot is of the surgery version.
Monthly Archive for September, 2006
Page 2 of 2

Here we go. This is my second game, I named it hovercrafty. The story goes like this:
You were out picking up pills in the nearby swamp, as usual. Then suddenly the steering on you hovercraft breaks, you’re forced to use the onboard grappling hook to latch onto the aptly placed anchors. Collect as many pills as you can in two minutes.
A new day and a new game. Yesterday I started working on a new game, the words I chose this time around were swamp and secret. The idea I had from that was to drive one of those swamp boats around and be generally secret. But that seemed like too much of a racing game and not very interesting.
So I decided the steering of the boat would be broken, and the player needs to use a rope to latch on to nearby poles and trees to steer the boat.
This game, just like the last one will use techniques from this tutorial, as implemented most excellently here.
Here we go, the game’s done. Well. It’s sort of done anyway. I think i found some sort of gameplay here, It’d be nice to add in some tree management, watering them and keeping away bugs to grow better lumber. You control the ship with the arrow key, pick up trees with your crane and toss them with space. You get more points for tossing a tree into the vortex as opposed to just pulling it there, the longer the tree is tossed the more points you get. If you collide with the moon all your points are lost.
Vote for this game on Experimental Game Design Project
The first game is coming along nicely, though I had to take most of the day off for a pleasant visit to the dentists, I feel I’ve made up for lost time (it’s 2am now) by now. I changed the inverse kinematics thing i found for another one, this time with gravity implemented, the inertia still doesn’t affect the ship, but atleast the gravity works properly.
Tomorrow i’ll do the actual gameplay, and will hopefully have a somewhat finished game by the end of the day.
Today I started working on my first proper game, the last one was more of a practice run. The keywords I’ve chosen are forest and moonlanding I’ve spent the morning looking into some inverse kinematic demos, and pretty much decided that they’re super awesome and are going into the game. But, a rather advanced physics simulation thingie as they are, thery’re a bit hard for my mere human brain to understand so the implementation’s a bit dodgy still.
Tomorrow I’ll flesh out the concept further, maybe decide on a control-scheme and add some purty graphics.
Heartbeat is a rhytm style game, insipred by the words blood pressure and hospital. The connection to blood pressure remains, but hospital got a bit lost on the way. It lacks proper scoring, much due to the problems I ran in to with getting flash to keep a beat. The scoring as it’s implemented now could’ve been less forgiving but there’s really no point since the beat drifts a bit.
The point of the game is to clear both sides from markers and passing the center bass-string in time with the beat.
So. First of all I want to say sorry to the internet, I promised myself I’d never get a blog. Seems I was wrong, but let’s stop the blogginess here.
It all began a few days ago when I was to start a new 20 week course, at first I thought I’d learn shader programming, but that seemed pretty boring. But then I remebered the neat games they made over at Experimental Gameplay Project.
I wanted to focus a bit more on coming up with ideas, as I’m primarily a game designer, not a programmer, so I’m doing one game every three days for five weeks (give or take a few days).
The inspiration for each game is taken from two words wich i choose freely from the swedish newspaper Svenska Dagbladet, I can only choose the words once I start making the game, this prohibits me from thinking about my next game whilst working on the current one.







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