Hell yeah! Our final project game, Frozen Flame has gone gold! We turned in the build last Thursday, and now we’re going to unveil the game to a crowd at Full Sail tomorrow!
So happy! It looks really amazing and is a ton of fun. I can say most games that come through final project are good looking, but I can’t say many games are pretty. Ours is soooooo PRETTY!
Well anyways, off to present our game and then graduate! YEAH!
Check our game out. You can get the docs, game, and see a full playthrough video here: http://gameproject.fullsail.com/gpgames/index.php/2013/03/frozen-flame/
Thanks for reading, and I’ll update as I go through the good ole job search process.
Thanks to everyone on our team! It was such a great game jam!
Gonna keep tightening up and adding to the game when I get a chance over the next week, and hopefully get in some things we didn’t have time for.
So eventually I’ll put up a download with the game so everyone can enjoy it
Shout outs to all the people on our roster:
Ingrid Aguero – Artist
Kerry Allen – Producer/Programmer
Mary Chadbourne – Audio/Music
Anna Maria DiMasi – Artist
Brett Green – Programmer
Chris Marks – Audio
Aaron I. McDonald – Artist
Andrew Meade - Designer
Heather Plunkard – Audio
Joe Ricks – Programmer
Alex Rodriguez – Programmer
Robert Stewart – Programmer
I hope to work with you wonderful people again in the future!
13 Hours till this year’s Global Game Jam is over!
Lawdy, I still haven’t slept. Iron Man mode engage.
Have some screenshots of our game as a prize for reading my strung out post!
I’ll be back after I tighten up the graphics on level 3.
Haha, so our team name is egotistically: “The Team of Legends”
You can check out our progress at: http://team-of-legends.com/
Our guy updating the site is down for the count at the moment but you’ll see even more content of our awesome GGJ13 game roll out as the day goes by!
Hope you enjoy it!
So me and a buncha fine people are making a sick game for the Global Game Jam! (http://www.globalgamejam.org)
We’re crushing it out for 48 hours straight!
The theme is “Heartbeat” and we’re creating a two-stick shooter using XNA :3 It’s gonna be super rad and I hope you guys stick around to see it!
Teammates so far that I have Twitter contacts for are: Kerry Allen(@Redcoat_Kezz), Andrew Meade (@andrewjmeade), Robert Stewart(@Hosaru), Brett Green(@Mahkasad), Mary Chadbourne(@MissMaryMira), and some fantastic others that I don’t have contacts for but I’ll put ‘em up soon!
I’ll update more as we go!
Thanks for reading!
Man, it’s been too long since I’ve updated here. Been suuuuuuuper busy!
I’m sad to say but the Ancient Sands team I was on: BitShift has been canceled. There was alot of stagnation and we had to lose too many people for it to continue.
On the bright side, me and two and my fellow programmers were moved to our sister team, 8-Bit Bacon! We’re now working on a fantastic overhead hack-and-slash game through beta and into gold phases.
We’re currently in beta and it’s shaping up amazingly!
I brought my knowledge of some advanced collisions and particle effects using point sprites from Ancient Sands over to their team. In the first week or so I had overhauled their 2d particle system which had been taking care of particles in clip space. The problem with this is that they end up looking like “stickers” and nothing in your game can actually ever be in front of them.
So I overhauled that and got it looking pretty with point sprites w/o changing any of their input data. I was pretty pleased! :D
Their collisions are now 100% less janky too. I’m really happy with all of it so far!
Thanks for reading, and I’ll update this project more often! I PROMISE!
Well, we just presented our Core build of “Ancient Sands” to our teachers/external producers and our counterpart team. Pretty ridiculous It’s coming along fantastically though, and we’ve all dumped a TON of work into it.
We’ve basically built this pre-Alpha build of a game in less than a month. Literally 2 weeks. We did it all in C++ and Maya too, so it’s ALL made from scratch. I’m really proud of our team!
Wednesday we find out if anyone gets fired. Ohhhh noes! (I aint never scurred) I really doubt anyone will though, everyone has worked on so much and put their hearts into it.
So, cross your fingers for us, and hope you keep reading as we keep on building this game from the ground up!
So we’re less than a week out from our core milestone. This means that damn near everything in our game needs to be implemented in some way. It’s pretty ridiculous. I haven’t had a day off in about a week or two. No biggie though, I’m so glad to be doing this sort of stuff for a living right now!
I’m doing the physics and collisions in our engine (I just enjoy that stuff), and finally got my AABB collision reactions to work perfectly! So happy! Our team is awesome!
So cross your fingers and hope none of us get fired(fail) before the game comes out!
Well here we go. In FullSail’s final project now, this is the final stretch and I’m done here! We took a month and created our game design from ground up. Our team of 6 programmers created a crazy detailed design document, and now we have to move on to creating our technical document. We also have to pump out a core build which showcases our main mechanics this month. I’m gonna be crazy busy.
I also took our team’s position as tech lead. Why? Because I’m a masochist I suppose. I’m also handling all the 3d collision in the game, oh god. Wish me luck!
So as the months fly by, I’ll be updating this with pics and stuff of our builds as we create them. So stay tuned!
So many people have shown support and thanks to me in today over the Kotaku article. I’d really like to give everyone a thank you back from the bottom of my heart. It’s been really uplifting to hear everyone’s sentiments. I’d also like to give a special thank you to other Vets in the game industry. You guys (and gals) are all the best and keep doing what yall do!
Been so nervous and excited all day that I’ve been sick to the stomach. Haha guess I should chill out and take a break.
Thanks again everyone! A million times over!