The final Buggy Wars Pre-Alpha test day is here. Today is your last chance to contribute to this project. The meet shall start at 1pm Amsterdam / Central Europe time, 12 pm UK time. To join in, sign up or sign in on the forum, download the game from the forum and run it. You can either join an existing game or start one of your own.
A quick update. First, a thank you to all those who have signed up so far.
The registrations for the Buggy Wars test have been coming in and we are 30% of the way to the target number I am looking for. It’s a great start, but the usual pattern with these things is for there to be a long tail. So of course, I now have to play that balance between reminding people of the game without wanting to become annoying.
So here is one such reminder: if you see yourself enjoying a very playable fun off road combat racing game that’s easy to play but very deep, why not sign up for the test.
You will need to be on PC or mac and have Unity web player plugin installed to sign up, and there’s a video as well. The full length video is also on YouTube.
Thanks for your support!
Buggy Wars is a networked off road combat racing game. It features very convincing physics while at the same time being very controllable and fun. Well at least I find it fun. Will you? That’s the point of the test.
If you want to take part in this networked game, I am about to open it up to a limited pre-alpha test. The game is ready, I just need enough players to make the test worthwhile, but not too many, to prevent me getting flooded with information and suggestions and so on. The feedback I get will help shape the game’s development.
The pre-alpha test will launch when I have enough players for the test. In the meantime, you can sign up here. The game will be released only on the web at first and will require a PC or Mac to play.
PC Racing & Combat from the creator of Kick Off 2 & GOAL! There, that’s the marketing done.
P.S. All art is placeholder, given that I have no budget for art. But who needs graphics when you can have Fun!
It is with some excitement that a game I have worked on together with my colleague and fellow Italian video game designer Stefano Gualeni on and off for the past year has been released and presented at Digra 2013 this week. But be warned, this is a non-commercial artsy piece, something which I liken to the game equivalent of a short poem.
Necessary Evil is a concept devised by Stefano and he asked me if I would be interested in coding it and doing the music. I came up with a couple of tunes, and Allister Brimble kindly agreed to arrange and mix them.
There’s nothing like an approaching deadline to motivate and force creative solutions, and I have to admit I really enjoyed the wrangling of the design and scrabbling together of bit and pieces to finish the game. It was a kind of extended game jam. And releasing a game (even such a small one) with my own compositions and even a bit of violin felt really good. I’d like to do more of this kind of stuff. Sometimes I wish that game development could be more immediate. Game jams are great for this, but they are perhaps a bit too pressured and short to be able to get into the flow. One week game jams would be ideal I think.
Anyway you can get the game here.
In other news, my classic postmortem session at GDC Europe last week is available for free on the GDC Vault.
Not a bad couple of weeks, I guess
I had an idea. Why not pose programming problems and then see what discussion ensues, perhaps with a reveal of my solution. Yes, you can tell I am still a teacher (perhaps much to the chagrin of some). So I will give it a go.
I remember when I told someone in their early twenties “I have been making games since I was 12″. To which the challenged me with “So did I” as if they were my equal. Do the math. I am 20 years older than you matey.
Maths is important. And that is going to be the subject of the problem I am presenting here.
One of the game prototypes I am working on (I am usually working on a personal prototype of some kind in unity these days) requires that I test to see if the player passes through a gate, rather than around it. Something like the gates of skiing. So, how can this be elegantly done?
You have the position of the player, the position of the sides of the gate. You must have a piece of code that is called at the right time to detect if the gate is properly taken or not. When this is detected, the game will switch to the next gate. The solution needs to work in 3D, but you can assume that the gates themselves are vertical.
What is the best solution you can come up with , in terms of size of code, clarity and robustness?
In a later post I’ll discuss my solution and we can compare notes.