Month: December 2015
Noir
100 Hour Game—Days 12–15
Hours remaining: 15
The game is functionally complete and I have begun to play and tweak and play and tweak. I look at what I’ve made and consider it in two minds: the first is that of the craftsman. I turn it this way and that, feel the weight of the objects beneath my fingers as I slide them around the scene. I watch as everything works as intended, and I’m pleased at what exists.
100 Hour Game—Days 9, 10 & 11
Hours Remaining: 31
Days 9 & 10
Days 9 & 10 were mostly spent fixing the giant horrible mess that I’d created getting things to work.
Dog
100 Hour Game—Days 7 and 8
Time Remaining: 48 Hours
In my post where I was oh so smug about how abstract my game objects were, I watched in horror as my code filled out with stuff like this:
100 Hour Game—Day 6
Hours Remaining: 60
After the excitement of working on a text adventure game engine, I’ve gone back to Barista while I wait for me and Mike’s schedules to line up and today I have mostly been thinking about: data structures!
Hold on, things are about to get craaaazy.
Steampunk Bunny
100 Hour Game: Days 4 And 5
Hours Remaining: 67
Last week a friend of mine, Mike Sowden, contacted me with an innocuous message about Lifeline, a new mobile game he had discovered. It was a cross between a text adventure and a choose your own adventure, but with a modern twist, taking advantage of push notifications to create a sense of real-time communication.
You’re texting with Taylor, an astronaut who has crash landed on another planet. He messages you, pausing to ask your advice and you get to direct his course of action as he attempts to survive and arrange rescue. The actions play out in real time so if he has to, say, hike for an hour, you won’t hear from him for an hour.