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Here’s my first foray into using audio as a form of input: a shooter game controlled by the player’s voice:
A full writeup and download of Oscine can be found here.
Carefully selecting the songs for a playlist and arranging them in the perfect order is something of an art. Well, okay, not really. But that doesn’t mean it can’t be a game mechanic.
DJRPG is a prototype of an RPG battle mechanic, where the song currently playing off your playlist can sway the tide of the battle. If you were a little too hasty while assembling the playlist, that’s okay — the party leader is a DJ with the incredible ability to hit the “next track” button.
If you’d like to see this prototype in action, take a look at its page here.
Everyone’s a critic, and most people are DJs.
Yesterday was Career Day at DigiPen, so we needed to prepare a build of our game to present to visiting members of the game industry. Crunching long into the night (or in the case of some members of the team, straight into the next morning), we got the game looking better than ever before. My teammate Mike took some screenshots of this build, which I’ve put on the game’s page. Take a look!
A trailer demonstrating our current progress on Rev.Eng is now visible on the game’s page. Please note that the game is still in development, so this video does not demonstrate the level of polish the final game will have.
My latest prototype is a little bit more abstract and a little bit more pretentious. It’s a simple life simulator that focuses on both failures and accomplishments.
Play Regret, Didn’t Catch! here.
You have a sword that drains kinetic energy from anything it hits. You can use this kinetic energy to fly around, slamming into things to steal more energy. You can play the prototype here.
My next prototype, a shot at making a rhythm/stealth game, is complete. Check it out here.
I just completed a Flash prototype for an eight-way shooter with a continuously respeccable character. You can try it out here.
Next week: Dance Assassin.