Monthly Archives: April 2014

Game Jammin’

April 21, 2014 hydroxy

Over the past weekend I entered the game jam called GM48. In the jam the entrants have 48 hours to complete a game on a chosen theme, this time it was “Guns That Don’t Shoot Bullets!” All content is encouraged to be original.

I made a puzzle platformer game which I call “Gale Force”. The idea is that you use the “Gale Gun” (a gun which blasts out large gusts of air, partially inspired by the Thundergun from Call of Duty: Black Ops) to restart the machinery of a facility by powering small wind turbines. The image below shows the basic concept.


I completed the game jam just in time to submit my work. The game is quite short though and can be completed within about 5 minutes if you are good enough, this was mostly due to me working too much on game mechanics whilst forgetting about level design until the very end. The game is surprisingly stable with only a few bugs that I am aware of.

Unfortunately, I accidentally deleted the source code files when I was clearing out some folders. I have a backup copy of the game from about halfway through the jam so that is something to fall back on. I aim to work on it and release it within a few weeks in a fuller version. I am taking a break from my mini project Southern Voyage to work on this micro project. I promise I will not start working on a nano project or a pico project next. I’m doing this to give myself a quick break from coding the same game for too long. I’m looking for a quick code and release so it will not be a large game. Hopefully this will give me some momentum when I return to Southern Voyage. If all goes as planned this will be beneficial to my progress in the long run.


The game can be played in its current state by downloading it from this page. I will try to get a HTML5 live version online once I get everything back up to date.

Super Delayed Edition

April 12, 2014 hydroxy

I’ve been so busy with life that I have not had a chance to update the blog until now. I’m about 6 days late, but I eventually got some time to make a post. I’m going to make another post again in the usual Monday 21st April to get back into the normal routine again.

So over the last fortnight (or so), I’ve been working at a lot of different aspects in the game.

The main focus was backtracking over code I had wrote much earlier. Initially I decided that I wanted the collectibles the character gathers to execute the code for their usage e.g. gold coins will generate money when a button is pressed nearby the merchant, however I realised recently this was not a good idea and so I changed it so the physical objects in the level (in this case the merchant) will actually execute the code. Sounds like a simple swap around but in reality it took a good bit of reworking to get it all running.

I also made some changes when I was finishing up, such as a neat green or red outline around the physical object to let you know if the interaction will be accepted or not, as well as dialogue for non-successful actions. There is still lots of work to be done on this.

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I also improved the HUD so it is less intrusive in the players view, I also redesigned some of the HUD artwork while I was doing this also.

Many other small changes were made, however they were all pretty boring, such as added a variable to prevent grass from growing on soil blocks, slowed collectible items descent speed in water, altered non-playable characters’ so your they can now turn around and face different directions, and so on…

There’s still loads to do but I have a large break from my day job coming up in which I aim to develop a lot of things in the game.

Check out the game on this page.