Global Game Jam 2014

game_title_buka

On the weekend of 24-26 Jan Global Game Jam has been hosted at Edinburgh Napier University. 48hour to make a game in *cough* theme *cough* which was:

“We don’t see things as they are,
we see them as we are.”

Ideal theme for horror game, right? right?!

Anyway, I wanted to play bit more with OculusVR and make horror game. Aparently there was more people like me:

Thanks to Floyd Chitalu (Code), Joanna Jamrozy && Malgorzata Kosek (Art)
you guys are awesome!

After 48hours and countles reboots of the machines at the location. Yeah PCs are being wiped out every night – few times.
But, hey there is warning! About 3mins before shutdown.. Thumbs up!
so sit down and relax, because you will not be able to backup your project in time anyway.

The game after all is quite scary, buggy but scarry! – I jumped few times playing it.

MENU

More about the project, plus binary ( Windows ) && Video from hardcore testing: http://globalgamejam.org/2014/games/buka

GameHack

Main Menu

The weekend of 16th-17th Nov my friend and colleague @GordonBrown589 and myself proudly represented Codeplay Software at GameHack – idea was to create a simple and fun game within theme in under 24hrs.

The theme was “childhood”.. well.. we still created fun game using awesome technology that is OculusVR.

There are some of the screen shots.. Game looks much better with VR set!

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Bonsai v0.2

256x256x256 8 - 9 FPS.. Need Optimisation already...

After hours spent on struggling with the VBO’s and GLSL I have managed to draw my first voxel based model.. the bonsai tree *fanfare*.
File loading time and processing takes about 20seconds, 8.3 FPS without culling or optimisation.. primitive brute force.. get all the points process them through marching cubes algorithm and then draw on the screen.. barbarity I know. but I had to start somehow.
Camera system allow to move around which is kind a nice..

Good night.

Content added

last week I have improved collision detection between zombies – now I am trying to implement one universal.
New animations added for marines – shooting and die.
Additional content – stone and tree,
tile set has been changed to nicer one,
behaviour manager implemented for zombies,
range added to marines,
different collision added for different types of entities,
live variable added to SCV, Marine, Zombie

Current issues I have is marines formation – not sure how to solve it yet.
When more than one marine is selected and destination location is selected – collision detection is not applied correctly. the can stand at the same place at the same time.

We can buy stuff!

Finally I have prototyped pouching units system – it uses messaging system, however I am having weird bug, when I am getting more marines animation for them is speeding up. I am wondering if it is caused by using pointer to the animation.. well it shouldn’t, should it? to be fair animation system was designed for animating single instance of the object but still.. it should be flexible enough to handle that.

I haven’t tested that on buildings yet… – memo added 🙂

the scenario is:
when single building is selected we can press “T” to train marines, atm. it is done instantly and target location for new “trained” unit is set to fixed location.

future improvements include:

  • developing training time
  • changeable spawn location
  • implement cost
  • as far as I am thinking about that game.. I need decent GUI!

there is loads to do.. argh.. damn you father time! why one day has only 24hrs?!